Exemple #1
0
    IEnumerator Shaking(float duration, float magnitude)
    {
        float elapsed = 0.0f;

        while (elapsed < duration)
        {
            float t   = Ease.EaseOut(elapsed / duration);
            float mag = Mathf.Lerp(magnitude, 0, t);
            float x   = Random.Range(-1f, 1f) * mag;
            float y   = Random.Range(-1f, 1f) * mag;

            cam.transform.localPosition = basePos + new Vector3(x, y, 0);
            elapsed += Time.deltaTime;
            yield return(null);
        }
        cam.transform.localPosition = basePos;
    }
Exemple #2
0
    private void Update()
    {
        if (!move)
        {
            return;
        }

        if (goingForward)
        {
            progress += Time.deltaTime / duration;
            if (progress > 1f)
            {
                if (mode == SplineWalkerMode.Once)
                {
                    progress = 1f;
                }
                else if (mode == SplineWalkerMode.Loop)
                {
                    progress -= 1f;
                }
                else
                {
                    progress     = 2f - progress;
                    goingForward = false;
                }
            }
        }
        else
        {
            progress -= Time.deltaTime / duration;
            if (progress < 0f)
            {
                progress     = -progress;
                goingForward = true;
            }
        }


        float easedProgress = progress;

        switch (easing)
        {
        case EaseType.SmoothStep:
            easedProgress = Ease.SmoothStep(progress);
            break;

        case EaseType.SmootherStep:
            easedProgress = Ease.SmootherStep(progress);
            break;

        case EaseType.EaseIn:
            easedProgress = Ease.EaseIn(progress);
            break;

        case EaseType.EaseOut:
            easedProgress = Ease.EaseOut(progress);
            break;

        case EaseType.ExpOut:
            easedProgress = Ease.ExpOut(progress);
            break;
        }

        Vector3 position = spline.GetPoint(progress);

        transform.position = position;
        if (lookForward)
        {
            transform.LookAt(position + spline.GetDirection(progress));
        }
    }