<commit_before>﻿using UnityEngine;
using System.Collections;

public class CoeurScript : MonoBehaviour {

    public float baseScale = 1.0f;
    public float sinMagnitude = 1.0f;
    public float radius = 0.0f;
    public float turns = 0.0f;
    public float rotateCoeff = 0.0f;
    public float beatFreq = 1.0f;

	// Use this for initialization
	void Start () {
	
	}
	
	// Update is called once per frame
	void Update () {
        var coeff = baseScale + Mathf.Cos(Time.realtimeSinceStartup * beatFreq * 2.4f * Mathf.PI) * sinMagnitude;
        gameObject.transform.localScale = new Vector3(coeff, coeff, coeff);

        gameObject.transform.localPosition = new Vector3(
            Mathf.Cos(Time.realtimeSinceStartup * 0.2f + turns * 2.0f * Mathf.PI) * radius * (1.0f + 0.2f * Mathf.Sin(Time.realtimeSinceStartup * 2.0f)),
            Mathf.Sin(Time.realtimeSinceStartup * 0.2f + turns * 2.0f * Mathf.PI) * radius * (1.0f + 0.2f * Mathf.Sin(Time.realtimeSinceStartup * 2.0f)),
            0.0f
            );

        gameObject.transform.rotation = Quaternion.AngleAxis(rotateCoeff * Mathf.Sin(Time.realtimeSinceStartup * 2.0f + turns * 2.0f * Mathf.PI) * 20.0f, Vector3.forward);
    }
}
<commit_msg>Title screen adjustment<commit_after>﻿using UnityEngine;
using System.Collections;

public class CoeurScript : MonoBehaviour {

    public float baseScale = 1.0f;
    public float sinMagnitude = 1.0f;
    public float radius = 0.0f;
    public float turns = 0.0f;
    public float rotateCoeff = 0.0f;
    public float beatFreq = 1.0f;

	// Use this for initialization
	void Start () {
	
	}
	
	// Update is called once per frame
	void Update () {
        var coeff = baseScale + Mathf.Cos(Time.realtimeSinceStartup * beatFreq * 2.4f * Mathf.PI) * sinMagnitude;
        gameObject.transform.localScale = new Vector3(coeff, coeff, coeff);

        gameObject.transform.localPosition = new Vector3(
            Mathf.Cos(Time.realtimeSinceStartup * 0.6f + turns * 2.0f * Mathf.PI) * radius * (1.0f + 0.2f * Mathf.Sin(Time.realtimeSinceStartup * 2.0f)),
            Mathf.Sin(Time.realtimeSinceStartup * 0.6f + turns * 2.0f * Mathf.PI) * radius * (1.0f + 0.2f * Mathf.Sin(Time.realtimeSinceStartup * 2.0f)),
            0.0f
            );

        gameObject.transform.rotation = Quaternion.AngleAxis(rotateCoeff * Mathf.Sin(Time.realtimeSinceStartup * 2.0f + turns * 2.0f * Mathf.PI) * 20.0f, Vector3.forward);
    }
}

{'fraction_non_alphanumeric': 0.1180842279108175, 'fraction_numerical': 0.037985136251032205, 'mean_word_length': 2.8278041074249605, 'pattern_counts': {'":': 0, '<': 3, '<?xml version=': 0, '>': 3, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
{'dir': 'git-commits-cleaned', 'id': '2057721', 'n_tokens_mistral': 908, 'n_tokens_neox': 840, 'n_words': 186}