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using UnityEngine;
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public class SunshineEyeController : MonoBehaviour
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{
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[Header("Ride Controls")]
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public float rotationSpeed = 15.0f;
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public float rockingSpeed = .2f;
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public float rockingAmplitude = 18f;
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public Transform[] Compartments;
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public Transform[] wheelsForward;
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public Transform[] wheelsReverse;
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private float timeCounter = 0.0f;
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private void Update()
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{
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// Rotate the Ferris wheel
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transform.Rotate(Vector3.back * rotationSpeed * Time.deltaTime);
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//rotate top wheels forwards with rotation speed multiplier
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foreach (Transform wheelFwd in wheelsForward)
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{
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wheelFwd.Rotate(Vector3.forward * rotationSpeed * Time.deltaTime * 10);
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}
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///rotate bottom wheels backwards with rotation speed multiplier
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foreach (Transform wheelRev in wheelsReverse)
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{
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wheelRev.Rotate(Vector3.back * rotationSpeed * Time.deltaTime * 10);
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}
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//chair rocking motion
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foreach (Transform Compartment in Compartments)
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{
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timeCounter += rockingSpeed * Time.deltaTime;
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// rotation speed added to reduce/add more motion depending on ferris wheel speed
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float rockingOffset = Mathf.Sin(timeCounter) * rockingAmplitude * (rotationSpeed/10);
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Compartment.localRotation = Quaternion.Euler(0, 0, rockingOffset);
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}
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}
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}
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