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49 lines
1.8 KiB
49 lines
1.8 KiB
// Copyright (c) 2023 Nico de Poel
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class CameraMover : MonoBehaviour
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{
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private Camera _camera;
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private Vector3 _startAngles;
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[SerializeField]
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private float amplitude = 30f;
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[SerializeField]
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private float frequency = 0.1f;
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void Start()
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{
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_camera = GetComponent<Camera>();
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_startAngles = _camera.transform.localEulerAngles;
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}
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void Update()
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{
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var angles = _startAngles;
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angles.x += amplitude * Mathf.Sin(2 * Mathf.PI * frequency * Time.time);
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angles.y += amplitude * Mathf.Sin(2 * Mathf.PI * frequency * Time.time * 0.73f);
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_camera.transform.localEulerAngles = angles;
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}
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}
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