public override void OnInspectorGUI() { CameraShakeComponent shakeComponent = (CameraShakeComponent)target; CameraShake shake = shakeComponent.CameraShake; EditorUtils.FloatField("Trauma", "Total trauma. The shake will be exponential.", ref shake.Trauma, 0, 1); EditorUtils.FloatField("Falloff Rate", "Rate at which the Trauma is reduced. A value of 1 would take 1 Time.", ref shake.FalloffRate); EditorUtils.FloatField("Shake Intensity", "Speed of motion. <100 : Slow speeds. >100 more intense shakes.", ref shake.ShakeIntensity); EditorGUILayout.Space(); EditorUtils.BoolField("Translational Shake", "Apply Translational shake to the camera (x,y)", ref shake.TranslationalShake); if (shake.TranslationalShake) { EditorGUI.indentLevel++; EditorUtils.Vector2Field("Max Offset", "The maximum X,Y transition that can be done on full Trauma.", ref shake.MaxTranslationalShakeOffset); EditorGUI.indentLevel--; } EditorGUILayout.Space(); EditorUtils.BoolField("Rotational Shake", "Apply Rotational shake on the z axis of the camera", ref shake.RotationalShake); if (shake.RotationalShake) { EditorGUI.indentLevel++; EditorUtils.FloatField("Max Angle Offset", "The maximum Z rotation angle that can be done on full Trauma.", ref shake.MaxRotationalAngleOffset, 0, 360); EditorGUI.indentLevel--; } }
private void CreateEntities() { var tiledMap = content.Load <TiledMap>(_settings.MapTile); String[] tiledMapLayers = new[] { TiledImportCollisionLayers.BACK_WALLS, TiledImportCollisionLayers.SIDE_WALLS, TiledImportCollisionLayers.NET }; int[] tiledMapPhysicsLayers = new[] { PhysicsLayers.BACK_WALLS, PhysicsLayers.SIDE_WALLS, PhysicsLayers.NET }; var tiledMapComponent = new Handy.Components.TiledMapComponent(tiledMap, tiledMapLayers, tiledMapPhysicsLayers, true); var entity = new Entity(); entity.name = "Map"; tiledMapComponent.renderLayer = RenderLayers.BACKGROUND; entity.addComponent(tiledMapComponent); addEntity(entity); var gameState = new GameState(); gameState.StateEnum = GameStates.Ready; gameState.Players = new Player.Player[_settings.NumPlayers]; for (var i = 0; i < _settings.NumPlayers; i++) { var playerSettings = _settings.Players[i]; var player = new Player.Player(playerSettings); addEntity(player); gameState.Players[i] = player; } var ball = new Ball.Ball(); addEntity(ball); gameState.Ball = ball; GameStateEntity = new Entity(); GameStateEntity.name = "Game"; GameStateEntity.addComponent(new GameStateComponent(gameState)); GameStateEntity.addComponent(new TimerComponent()); GameStateEntity.addComponent(new HitStopComponent()); var scoreboard = new UICanvas(); scoreboard.name = "scoreboard"; scoreboard.renderLayer = RenderLayers.FOREGROUND; GameStateEntity.addComponent(scoreboard); addEntity(GameStateEntity); // add camera var cam = new Camera(); var cameraShake = new CameraShakeComponent(); CameraEntity.addComponent(cam); CameraEntity.addComponent(cameraShake); CameraEntity.name = "Camera"; addEntity(CameraEntity); }
private void Awake() { _movement = new Movement(transform, GetComponent <Rigidbody2D>()); _health = GetComponent <HealthComponent>(); _camera = FindObjectOfType <CameraShakeComponent>(); _canApproach = true; target = GameObject.FindGameObjectWithTag("Player").transform; }
private void Awake() { CameraComponent = GetComponentInChildren <Camera>(); if (CameraComponent) { CachedCameraOrthograpicSize = CameraComponent.orthographicSize; } else { Debug.LogWarning("Cameara Component is not attached to our Main Camera Follow Object"); } CameraShake = GetComponentInChildren <CameraShakeComponent>(); SetCameraFollowTarget(this.transform.parent); CameraOffsetFromTarget = this.transform.position - TargetTransform.position; this.transform.parent = null; }
private void CreateEntities() { var gameState = new PracticeGameState(); gameState.StateEnum = PracticeGameStates.WaitingForPlayersToJoin; // to start we don't have any choosers or players! GameStateEntity = new Entity(); GameStateEntity.name = "PracticeGame"; GameStateEntity.addComponent(new PracticeGameStateComponent(gameState)); addEntity(GameStateEntity); // add camera var cam = new Camera(); var cameraShake = new CameraShakeComponent(); CameraEntity.addComponent(cam); CameraEntity.addComponent(cameraShake); CameraEntity.name = "Camera"; addEntity(CameraEntity); }