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Question by PepeSilvia · Mar 07, 2016 at 02:44 PM · animationvector3beginnertransform.positionsin

How to reverse a sin animation?

So basically I'm trying to make two cubes move in opposite directions across a lane (obstacles for the player). I've managed to get the cubes to go right to left, but I need one to be going left to right to make them move in opposite directions.

This is what I've got so far: https://i.gyazo.com/6340d64be4f867e09b912d9b8ef0408f.gif

As you can see they both start in the centre of the lane and move right to left, I want the top one to be going left first, but I'm not sure how to achieve this. I created a seperate script and put everything in from the other script but I can't figure out what to change to make it go in reverse.

Here's the code on the cubes:

 public class EnemyCubeMotion : MonoBehaviour {
 
     float originalX;
     
     public float floatStrength = 1; // Change x pos range in Editor 
     
     void Start()
     {
         this.originalX = this.transform.position.x; //Saving the original position
     }
     
     void Update()
     {
         transform.position = new Vector3(originalX + ((float)Math.Sin(Time.time) * floatStrength),
                                          transform.position.y, //Sin  between -1 and 1
                                          transform.position.z);
     }
 }

If anyone could help me out or give me any suggestions I'd really appreciate it, I'm quite new to Unity so I'm making a lot of stupid mistakes at the moment. Thanks.

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Answer by Graphics_Dev · Mar 07, 2016 at 02:55 PM

If I understand your question correctly you just need to add pi to the other one like this:

 Mathf.Sin(Time.time + Mathf.PI)

Just use a boolean for if it's enemy1 or not.

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avatar image NoseKills · Mar 07, 2016 at 03:24 PM 0
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Or take the negative of Sin with same value.

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Answer by Magius96 · Mar 07, 2016 at 03:26 PM

Theoretically you could multiply the result of your existing results for x by -1 to get the opposite movement.

 new Vector3(originalX + ((float)Math.Sin(Time.time) * -floatStrength),
                                       transform.position.y, //Sin  between -1 and 1
                                       transform.position.z);

Notice the negative sign before your floatStrength

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