void Update()
{
if (_timer > 0 && Time.time > _timer + colliderDisableTime)
{
_timer = 0f;
hittable = true;
}
if (Mathf.Abs(amp) < 0.5)
{
amp = 0f;
hitTime = 0f;
}
else if (amp > 0)
{
amp -= hitAmplitudeDecay * Time.deltaTime;
hitTime += Time.deltaTime;
}
else if (amp < 0)
{
amp += hitAmplitudeDecay * Time.deltaTime;
hitTime += Time.deltaTime;
}
this.transform.localEulerAngles = new Vector3(amp * Mathf.Sin(hitTime * hitFrequency), 0f, 0f);
}