using System.Collections; using System.Collections.Generic; using UnityEngine; public class ShipMoveSides : MonoBehaviour { public float MaxRollSpeed = 80; public float MaxRollAngle = 45; [SerializeField] private float _radius; [SerializeField] [Range(-1,1)] private float _value; [SerializeField] private bool _isEnable = true; private ShipPathFollower _pathFollower; private void Awake() { _pathFollower = GetComponent(); } public float Radius => _radius; private void Update() { if (!_isEnable) { ResetInput(); return; } ApplyMovement(); } public void ToggleInput(bool value) { _isEnable = value; } private void ResetInput() { _value = Mathf.Lerp(_value, 0, Time.deltaTime * 0.5f); var newPos = transform.localPosition; newPos.x = 0; transform.localPosition = Vector3.Lerp(transform.localPosition, newPos, Time.deltaTime * MaxRollSpeed * _pathFollower.SpeedPercent); transform.localRotation = Quaternion.Euler(new Vector3(0, 0, _value * -MaxRollAngle * _pathFollower.SpeedPercent)); } public void ChangeRollSpeed(float val) { MaxRollSpeed = val; } public void ChangeRollAngle(float val) { MaxRollAngle = val; } public void UpdateInput(float val) { if (!_isEnable) return; _value = -val; } private void ApplyMovement() { var newPos = transform.localPosition + _value * Vector3.right; newPos.x = Mathf.Clamp(newPos.x, -_radius, _radius); transform.localPosition = Vector3.Lerp(transform.localPosition, newPos, Time.deltaTime * MaxRollSpeed * _pathFollower.SpeedPercent); transform.localRotation = Quaternion.Euler(new Vector3(0, 0, _value * -MaxRollAngle * _pathFollower.SpeedPercent)); } }