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using UnityEngine;
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using System.Collections;
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namespace Invector
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{
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public class vPendulum : MonoBehaviour
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{
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[Range(0.0f, 360.0f)]
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public float angle = 90.0f;
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[Range(0.0f, 4.0f)]
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public float speed = 1.5f;
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public float startDelay;
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Quaternion qStart, qEnd;
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private float startTime;
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private bool work;
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private bool working;
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IEnumerator Start()
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{
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qStart = PendulumRotation(angle);
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qEnd = PendulumRotation(-angle);
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yield return new WaitForSeconds(startDelay);
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work = true;
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// while (true)
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// {
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// yield return new WaitForEndOfFrame();
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// startTime += Time.deltaTime;
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// transform.rotation = Quaternion.Lerp (qStart, qEnd,(Mathf.Sin(startTime * speed + Mathf.PI/2) + 1.0f)/ 2.0f);
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// }
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}
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void FixedUpdate()
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{
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if (work)
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{
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if (!working)
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{
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transform.rotation = Quaternion.RotateTowards(transform.rotation, qEnd, speed);
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if (Vector3.Distance(transform.rotation.eulerAngles, qEnd.eulerAngles) < 0.1f)
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{
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working = true;
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}
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}
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else
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{
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startTime += Time.deltaTime;
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transform.rotation = Quaternion.Lerp(qStart, qEnd, (Mathf.Sin(startTime * speed + Mathf.PI / 2) + 1.0f) / 2.0f);
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}
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}
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}
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void resetTimer()
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{
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startTime = 0.0f;
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}
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Quaternion PendulumRotation(float _angle)
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{
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var rot = transform.rotation;
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var zAngle = rot.eulerAngles.z + _angle;
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if (zAngle > 180) zAngle -= 360;
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else if (zAngle < -180) zAngle += 360;
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rot.eulerAngles = new Vector3(rot.eulerAngles.x, rot.eulerAngles.y, zAngle);
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return rot;
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}
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}
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}
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