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using UnityEngine;
public class WigglerAnimatedVelocity : MonoBehaviour
{
[SerializeField]
private int stateCondition = -1;
[SerializeField]
private Vector3 direction;
[SerializeField]
private float timeSpeed = 1f;
private Wiggler wiggler;
private float time;
private WigglerAnimationState wigglerAnimState;
private void Start()
{
wiggler = GetComponent<Wiggler>();
wigglerAnimState = wiggler.parentOverride.GetComponentInParent<WigglerAnimationState>();
time = Random.Range(0f, 1000f);
}
private void Update()
{
if (stateCondition == -1)
{
PerformUpdate();
}
else if ((bool)wigglerAnimState && wigglerAnimState.animationState == stateCondition)
{
PerformUpdate();
}
}
private void PerformUpdate()
{
time += Time.deltaTime * timeSpeed;
float num = Mathf.Sin(time) * Time.deltaTime;
wiggler.velocity += wiggler.parentOverride.rotation * direction * num;
}
}
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