using UnityEngine; public class WindEffect : MonoBehaviour { private WindZone windZone; private Vector3 startRotation; private Vector3 startPosition; private float StartDelay; private void Start() { windZone = Object.FindObjectOfType(); startRotation = base.transform.localEulerAngles; startPosition = base.transform.position; StartDelay = Random.Range(0f, 1f); } private void FixedUpdate() { base.transform.localEulerAngles = startRotation + Vector3.left * Mathf.PingPong(Time.time * windZone.windTurbulence * 0.2f * StartDelay, windZone.windMain * 5f); base.transform.position = startPosition + Vector3.left * Mathf.PingPong(Time.time * windZone.windTurbulence * 0.1f * StartDelay, windZone.windMain * 0.1f); } }