FloaterLock.cs
using Sandbox;
using System.Drawing;

public class FloaterLock : Component
{
	public int NumTurns { get; set; }

	private TimeSince _timeSinceSpawn;

	public float Lifetime { get; set; }
	public bool ShowLocked { get; set ; }

	private float _startScale;
	private float _endScale;
	private Vector2 _velocity;
	private float _deceleration;

	public float Scale { get; set; }
	public float Opacity { get; set; }

	public void Init( int numTurns )
	{
		NumTurns = numTurns;

		Lifetime = 1.25f;
		_velocity = new Vector2( 0f, 12f );
		_deceleration = 4f;
		Scale = _startScale = 1f;
		_endScale = 1f;
	}

	protected override void OnStart()
	{
		base.OnStart();

		_timeSinceSpawn = 0f;

		Manager.Instance.PlaySfx( "lock_start", new Vector3( WorldPosition.x, WorldPosition.y, Manager.Instance.Camera.WorldPosition.z - 100f ), volume: 0.9f, pitch: Game.Random.Float( 1.05f, 1.13f ) );
	}

	protected override void OnUpdate()
	{
		Opacity = Utils.Map( _timeSinceSpawn, 0f, 0.3f, 0f, 1f, EasingType.QuadOut ) * Utils.Map( _timeSinceSpawn, 0f, Lifetime - 0.1f, 1f, 0.1f, EasingType.ExpoIn ) * Utils.Map( _timeSinceSpawn, Lifetime - 0.3f, Lifetime - 0.05f, 1f, 0f, EasingType.Linear );
		Scale = Utils.Map( _timeSinceSpawn, 0f, Lifetime, _startScale, _endScale, EasingType.SineOut );

		WorldPosition += new Vector3( _velocity.x, _velocity.y, 0f ) * Time.Delta;
		_velocity *= (1f - _deceleration * Time.Delta);

		if( !ShowLocked && _timeSinceSpawn > 0.5f )
		{
			ShowLocked = true;
			_velocity = new Vector2( 0f, -20f );
			_deceleration = 7f;

			Manager.Instance.PlaySfx( "lock", new Vector3( WorldPosition.x, WorldPosition.y, Manager.Instance.Camera.WorldPosition.z - 100f ), volume: 2f, pitch: Game.Random.Float( 0.97f, 1.03f ) );
		}

		if ( _timeSinceSpawn > Lifetime )
		{
			Manager.Instance.NumFloaters--;
			GameObject.Destroy();
		}
	}
}