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var radians = m_BallDegrees[i] * Mathf.PI / 180f; |
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var ballX = 8f * Mathf.Cos(radians); |
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var ballY = 8f * Mathf.Sin(radians); |
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var ballZ = m_Deviation * Mathf.Cos(m_DeviationFreq * radians); |
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// var ballZ = m_Deviation * Mathf.Cos(m_DeviationFreq * radians);
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var ballZ = 10f; |
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m_balls[i].transform.position = new Vector3(ballY, ballZ, ballX) + transform.position; |
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} |
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