using System.Collections; using System.Collections.Generic; using UnityEngine; public class FollowingTests : MonoBehaviour { public Transform followTrans; public Transform cube1; private float cube1VelocityX; public Transform cube2; private float cube2VelocityX; public Transform cube3; private float cube3VelocityX; public Transform cube4; private float cube4VelocityX; public Transform cube5; private float cube5VelocityX; public Transform cube6; private Vector3 cube6Velocity; public Transform fly1; private void Start(){ followTrans.gameObject.LeanDelayedCall(3f, moveFollow).setOnStart(moveFollow).setRepeat(-1); LeanTween.followDamp(cube6, followTrans, LeanProp.position, 0.6f); } private void moveFollow(){ followTrans.LeanMove( new Vector3(Random.Range(-50f, 50f), Random.Range(-10f, 10f), 0f), 0f); } void Update() { var pos = cube1.position; pos.x = LeanSmooth.damp(cube1.position.x, followTrans.position.x, ref cube1VelocityX, 1.1f); cube1.position = pos; pos = cube2.position; pos.x = LeanSmooth.spring(cube2.position.x, followTrans.position.x, ref cube2VelocityX, 1.1f); cube2.position = pos; pos = cube3.position; pos.x = LeanSmooth.bounceOut(cube3.position.x, followTrans.position.x, ref cube3VelocityX, 1.1f); cube3.position = pos; //pos = cube4.position; //pos.x = LeanTween.smoothQuint(cube4.position.x, followTrans.position.x, ref cube4VelocityX, 1.1f); //cube4.position = pos; pos = cube5.position; pos.x = LeanSmooth.linear(cube5.position.x, followTrans.position.x, 10f); cube5.position = pos; // cube6.position = LeanTween.smoothGravity(cube6.position, followTrans.position, ref cube6Velocity, 1.1f); if(LeanTween.isTweening(0)){ Debug.Log("Tweening"); } } }