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A unity script that squishes and squashes things based on Time.time
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class squish : MonoBehaviour | |
{ | |
#region Squishy Base Values | |
public float squishX; | |
public float squishY; | |
float orgSquishX; | |
[SerializeField] float squishVel = 0.5f; | |
[SerializeField] float squishVelMod = 0.1f; | |
#endregion | |
#region Squishy Mods | |
public float len = 0.15f; | |
public float lerpStep = 0.1f; | |
[SerializeField] [Range(0.1f, 1f)] float speedMultiplier = 0.2f; | |
#endregion | |
bool mousedOver = false; | |
public float LenghtDirX(float len, float dir) //dodaj si to v neki library | |
{ | |
return len * Mathf.Cos(dir * Mathf.Deg2Rad); | |
} | |
void Start() | |
{ | |
squishX = transform.localScale.x; | |
squishY = transform.localScale.y; | |
} | |
// Update is called once per frame | |
void Update() | |
{ | |
if (Input.GetKeyDown(KeyCode.Space)) | |
{ | |
squishX = 3; | |
} | |
} | |
void PassiveSquishy() | |
{ | |
#region Squishy Scale | |
float msTime = Time.time * 1000; | |
squishX = Mathf.Lerp(squishX, (1 + LenghtDirX(len, msTime * speedMultiplier)), lerpStep); | |
squishY = 1 / squishX; | |
Vector2 newScale = new Vector2(squishX, squishY); | |
#endregion | |
#region Squishy Rotation | |
if (squishX > 1) | |
squishVel = Mathf.Lerp(squishVel, squishVel - squishVelMod, 0.5f); | |
else if (squishX < 1) | |
squishVel = Mathf.Lerp(squishVel, squishVel + squishVelMod, 0.5f); | |
Vector3 rotateTo = new Vector3(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, squishVel); | |
transform.rotation = Quaternion.Euler(rotateTo); | |
#endregion | |
transform.localScale = newScale; | |
} | |
void SquashedSquishy() | |
{ | |
squishX = 1; | |
} | |
private void OnMouseOver() | |
{ | |
if (!mousedOver) | |
{ | |
mousedOver = true; | |
squishX *= 1.3f; | |
} | |
} | |
private void OnMouseExit() | |
{ | |
mousedOver = false; | |
} | |
private void OnMouseDown() | |
{ | |
squishX = 1.8f; | |
} | |
} |
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