static public int StartFadeIn(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif EZCameraShake.CameraShakeInstance self = (EZCameraShake.CameraShakeInstance)checkSelf(l); System.Single a1; checkType(l, 2, out a1); self.StartFadeIn(a1); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
/// <summary> /// Start shaking the camera. /// </summary> /// <param name="magnitude">The intensity of the shake.</param> /// <param name="roughness">Roughness of the shake. Lower values are smoother, higher values are more jarring.</param> /// <param name="fadeInTime">How long to fade in the shake, in seconds.</param> /// <param name="posInfluence">How much this shake influences position.</param> /// <param name="rotInfluence">How much this shake influences rotation.</param> /// <returns>A CameraShakeInstance that can be used to alter the shake's properties.</returns> public CameraShakeInstance StartShake(float magnitude, float roughness, float fadeInTime, Vector3 posInfluence, Vector3 rotInfluence) { CameraShakeInstance shake = new CameraShakeInstance(magnitude, roughness); shake.PositionInfluence = posInfluence; shake.RotationInfluence = rotInfluence; shake.StartFadeIn(fadeInTime); cameraShakeInstances.Add(shake); return(shake); }
/// <summary> /// Start shaking the camera. /// </summary> /// <param name="magnitude">The intensity of the shake.</param> /// <param name="roughness">Roughness of the shake. Lower values are smoother, higher values are more jarring.</param> /// <param name="fadeInTime">How long to fade in the shake, in seconds.</param> /// <returns>A CameraShakeInstance that can be used to alter the shake's properties.</returns> public CameraShakeInstance StartShake(float magnitude, float roughness, float fadeInTime) { CameraShakeInstance shake = new CameraShakeInstance(magnitude, roughness); shake.positionInfluence = defaultPosInfluence; shake.rotationInfluence = defaultRotInfluence; shake.StartFadeIn(fadeInTime); _cameraShakeInstances.Add(shake); return(shake); }
/// <summary> /// Start shaking the camera. /// </summary> /// <param name="magnitude">The intensity of the shake.</param> /// <param name="roughness">Roughness of the shake. Lower values are smoother, higher values are more jarring.</param> /// <param name="fadeInTime">How long to fade in the shake, in seconds.</param> /// <param name="posInfluence">How much this shake influences position.</param> /// <param name="rotInfluence">How much this shake influences rotation.</param> /// <returns>A CameraShakeInstance that can be used to alter the shake's properties.</returns> public CameraShakeInstance StartShake(float magnitude, float roughness, float fadeInTime, Vector3 posInfluence, Vector3 rotInfluence) { CameraShakeInstance shake = new CameraShakeInstance(magnitude, roughness); shake.PositionInfluence = posInfluence; shake.RotationInfluence = rotInfluence; shake.StartFadeIn(fadeInTime); cameraShakeInstances.Add(shake); return shake; }