using UnityEngine; public class Wiggler : MonoBehaviour { public Transform parentOverride; [SerializeField] private float acceleration = 50f; [SerializeField] [Range(0f, 1f)] private float speedDamping = 0.5f; [SerializeField] private float positionDampingMultiplyer = 1f; private Vector3 parentOffset; public Vector3 velocity { get; set; } private void Start() { if (parentOverride == null) { parentOverride = base.transform.parent; } parentOffset = Quaternion.Inverse(parentOverride.rotation) * (base.transform.position - parentOverride.position); base.transform.SetParent(null); } private void Update() { if (!parentOverride) { Object.Destroy(base.gameObject); return; } Vector3 vector = parentOverride.position + parentOverride.rotation * parentOffset; base.transform.position = Vector3.Lerp(vector, base.transform.position, Mathf.Pow(speedDamping, Time.deltaTime * positionDampingMultiplyer)); Vector3 vector2 = vector - base.transform.position; float num = Time.deltaTime * acceleration * vector2.magnitude; velocity += vector2.normalized * num; velocity *= Mathf.Pow(speedDamping, Time.deltaTime); base.transform.position += velocity * Time.deltaTime; } }