Add decompiled sources
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using UnityEngine;
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namespace TMPro.Examples
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{
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public class ObjectSpin : MonoBehaviour
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{
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public enum MotionType
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{
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Rotation = 0,
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BackAndForth = 1,
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Translation = 2
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}
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public float SpinSpeed = 5f;
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public int RotationRange = 15;
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private Transform m_transform;
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private float m_time;
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private Vector3 m_prevPOS;
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private Vector3 m_initial_Rotation;
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private Vector3 m_initial_Position;
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private Color32 m_lightColor;
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private int frames;
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public MotionType Motion;
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private void Awake()
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{
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m_transform = base.transform;
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m_initial_Rotation = m_transform.rotation.eulerAngles;
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m_initial_Position = m_transform.position;
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Light component = GetComponent<Light>();
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m_lightColor = ((component != null) ? component.color : Color.black);
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}
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private void Update()
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{
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if (Motion == MotionType.Rotation)
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{
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m_transform.Rotate(0f, SpinSpeed * Time.deltaTime, 0f);
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return;
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}
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if (Motion == MotionType.BackAndForth)
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{
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m_time += SpinSpeed * Time.deltaTime;
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m_transform.rotation = Quaternion.Euler(m_initial_Rotation.x, Mathf.Sin(m_time) * (float)RotationRange + m_initial_Rotation.y, m_initial_Rotation.z);
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return;
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}
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m_time += SpinSpeed * Time.deltaTime;
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float x = 15f * Mathf.Cos(m_time * 0.95f);
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float z = 10f;
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float y = 0f;
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m_transform.position = m_initial_Position + new Vector3(x, y, z);
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m_prevPOS = m_transform.position;
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frames++;
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}
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}
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}
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