Skip to content

Instantly share code, notes, and snippets.

@dotsquid
Last active September 11, 2018 22:12
Show Gist options
  • Save dotsquid/647148b52ba5eff35b61a1039d80cb21 to your computer and use it in GitHub Desktop.
Save dotsquid/647148b52ba5eff35b61a1039d80cb21 to your computer and use it in GitHub Desktop.
So today my Windows 10 was updating for about 40 minutes (probably patch for Meltdown vulnerability) and this has taken a heavy toll. Put this Component on a GameObject which has a banch of children SpriteRenderers. Play with parameters. Have fun.
using UnityEngine;
namespace Tests.Spinner
{
public class Spinner : MonoBehaviour
{
private class Part
{
private Data _data;
private Transform _transform;
private SpriteRenderer _sprite;
private float _phase;
public Part(Data data, float phase, SpriteRenderer sprite)
{
_data = data;
_phase = phase;
_sprite = sprite;
_transform = sprite.transform;
}
public void Update(float dt)
{
_phase = Mathf.Repeat(_phase + dt * _data.speed, 2.0f);
float t = 1.0f - _phase;
float p = Mathf.Pow(Mathf.Abs(t), _data.pow) * Mathf.Sign(t);
float theta = 2.0f * Mathf.PI * (p + _data.offset);
Vector3 position = default(Vector3);
position.x = _data.radius * Mathf.Cos(theta);
position.y = _data.radius * Mathf.Sin(theta);
_transform.localPosition = position;
var color = _sprite.color;
color.a = Mathf.Sign((_phase - _data.clip) * (2.0f - _data.clip - _phase));
_sprite.color = color;
}
}
private struct Data
{
public float offset;
public float radius;
public float speed;
public float clip;
public float pow;
}
[SerializeField]
private float _radius = 0.25f;
[SerializeField]
private float _speed = 0.7f;
[SerializeField]
private float _pow = 0.7f;
[SerializeField]
private float _offset = -0.25f;
[SerializeField]
private float _lag = 0.08f;
[SerializeField]
private float _clip = 0.2f;
private Part[] _parts;
private Data _data;
private void Awake()
{
StoreData();
CaptureParts();
}
private void OnValidate()
{
StoreData();
CaptureParts();
}
private void Update()
{
float dt = Time.deltaTime;
foreach (var part in _parts)
part.Update(dt);
}
private void StoreData()
{
_data = new Data()
{
offset = _offset,
radius = _radius,
speed = _speed,
clip = _clip,
pow = _pow
};
}
private void CaptureParts()
{
var sprites = GetComponentsInChildren<SpriteRenderer>();
int count = sprites.Length;
_parts = new Part[count];
for (int i = 0; i < count; ++i)
{
var sprite = sprites[i];
var part = new Part(_data, i * _lag, sprite);
_parts[i] = part;
}
}
}
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment