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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;
}
}
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