using System.Collections; using System.Collections.Generic; using UnityEngine; namespace AllIn1SpriteShader { public class All1DemoClaw : MonoBehaviour { [SerializeField] private Transform claw1, claw2; [SerializeField] private float startAngle = 30f; [SerializeField] private Vector2 speedRange = new Vector2(3f, 7f); [SerializeField] private Vector2 maxRange = new Vector2(15f, 35f); private Vector3 eulerClaw1, eulerClaw2; private float rotationAmount = 0; private float rand, range, speed; void Start() { speed = Random.Range(speedRange.x, speedRange.y); range = Random.Range(maxRange.x, maxRange.y); rand = Random.Range(-10f, 10f); } void Update() { rotationAmount = Mathf.Sin((Time.time + rand) * speed) * range; eulerClaw1.z = -startAngle + rotationAmount; eulerClaw2.z = startAngle - rotationAmount; claw1.rotation = Quaternion.Euler(eulerClaw1); claw2.rotation = Quaternion.Euler(eulerClaw2); } } }