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using UnityEngine;
public class RightLeftMirrorSpring : MonoBehaviour
{
public Vector3 leftPos;
private Vector3 rightPos;
public float leftRot;
public float rightRot;
private Vector3 posVel;
private float rotVel;
public float drag = 25f;
public float spring = 25f;
private Holdable holdable;
private float currentRot;
private void Start()
{
currentRot = base.transform.localEulerAngles.z;
holdable = base.transform.root.GetComponent<Holdable>();
rightPos = base.transform.localPosition;
}
private void Update()
{
if ((bool)holdable && (bool)holdable.holder)
{
bool num = base.transform.root.position.x - 0.1f < holdable.holder.transform.position.x;
Vector3 vector = (num ? leftPos : rightPos);
float num2 = (num ? leftRot : rightRot);
posVel = FRILerp.Lerp(posVel, (vector - base.transform.localPosition) * spring, drag);
rotVel = FRILerp.Lerp(rotVel, (num2 - currentRot) * spring, drag);
currentRot += rotVel * TimeHandler.deltaTime;
base.transform.localPosition += posVel * TimeHandler.deltaTime;
base.transform.localEulerAngles = new Vector3(0f, 0f, currentRot);
}
}
}
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