public void CopyFrom(SmoothFollow2 sf2) { this.bControl = sf2.bControl; this.bInUI = sf2.bInUI; this.target = sf2.target; this.targetRoot = sf2.targetRoot; this.baseHeight = sf2.baseHeight; this.height = sf2.height; this.damping = sf2.damping; this.rotationDamping = sf2.rotationDamping; this.CenterOffset = sf2.CenterOffset; this.CamDistance = sf2.CamDistance; this.fieldOfView = sf2.fieldOfView; this.CamPos = sf2.CamPos; this.CamRot = sf2.CamRot; this.FocalPos = sf2.FocalPos; this.LastTargetPos = sf2.LastTargetPos; this.LastWantedRotation = sf2.LastWantedRotation; this.charCtrl = sf2.charCtrl; this.CanScroll = sf2.CanScroll; this.shakeScript = sf2.shakeScript; this.curShakeType = sf2.curShakeType; this.HVByLoadArchive = sf2.HVByLoadArchive; this.offsetScale = sf2.offsetScale; this.TargetCamRot = sf2.TargetCamRot; this.bJolt = sf2.bJolt; this.lastAngleH = sf2.lastAngleH; this.bNeedReturn = sf2.bNeedReturn; this.ReturnSpeed = sf2.ReturnSpeed; this.bUseLeftReturn = sf2.bUseLeftReturn; this.CameraRadius = sf2.CameraRadius; this.InsideFun = sf2.InsideFun; this.horizontalRotSpeed = sf2.horizontalRotSpeed; this.verticalRotSpeed = sf2.verticalRotSpeed; this.angleH = sf2.angleH; this.angleV = sf2.angleV; this.maxVerticalAngle = sf2.maxVerticalAngle; this.minVerticalAngle = sf2.minVerticalAngle; this.m_maxVerticalAngle = sf2.m_maxVerticalAngle; this.m_minVerticalAngle = sf2.m_minVerticalAngle; this.TargetCamDistance = sf2.TargetCamDistance; this.MaxDistance = sf2.MaxDistance; this.MinDistance = sf2.MinDistance; this.currentDistance = sf2.currentDistance; this.elasticSpeed = sf2.elasticSpeed; this.ray = sf2.ray; this.cullPlayer = sf2.cullPlayer; this.posOrig = sf2.posOrig; this.posEnd = sf2.posEnd; this.YSpeed = sf2.YSpeed; this.UseYSpeed = sf2.UseYSpeed; this.curY = sf2.curY; this.BigMap_maxVerticalAngle = sf2.BigMap_maxVerticalAngle; this.BigMap_verticalRotSpeed = sf2.BigMap_verticalRotSpeed; this.BigMap_CamDistanceSpeed = sf2.BigMap_CamDistanceSpeed; this.BigMap_maxVerticalAngleK = sf2.BigMap_maxVerticalAngleK; this.lastDistance = sf2.lastDistance; this.lastVerticalAngle = sf2.lastVerticalAngle; this.MiddleEvent = sf2.MiddleEvent; }
public void InitialiseShake(int seed, ShakeType shakeType) { this.interpolatedNoise = new InterpolatedNoise(seed); this.ShakeType = shakeType; this.Position = Vector3.zero; this.EulerRotation = Vector3.zero; }
public async Task Simulate(ShakeType shakeType) { bool activePreviousState = Active; await ThreadPool.RunAsync( async (o) => { Active = false; Simulation.CallTo = OnAccelerometerHelperReadingChanged; await Task.Delay(TimeSpan.FromSeconds(1)); switch (shakeType) { case ShakeType.X: Simulation.SimulateShakeX(); break; case ShakeType.Y: Simulation.SimulateShakeY(); break; case ShakeType.Z: Simulation.SimulateShakeZ(); break; } Simulation.CallTo = null; Active = activePreviousState; }); }
/// <summary> /// you can shake any combination of position, scale and eulers by passing in a bitmask of the types you want to shake. frameMod /// allows you to specify what frame count the shakes should occur on. for example, a frameMod of 3 would mean that only when /// frameCount % 3 == 0 will the shake occur /// </summary> public ShakeTweenProperty(Vector3 shakeMagnitude, ShakeType shakeType, int frameMod = 1, bool useLocalProperties = false) : base(true) { _shakeMagnitude = shakeMagnitude; _shakeType = shakeType; _frameMod = frameMod; _useLocalProperties = useLocalProperties; }
public void StartShake(float shakeduration, float amplitude, ShakeType shakeType_) { shakeType = shakeType_; shakeDuration = shakeduration; ShakeAmplitude = amplitude; triggerShake = true; }
public void Simulate(ShakeType shakeType) { bool activePreviousState = Active; ThreadPool.QueueUserWorkItem( (o) => { Active = false; Simulation.CallTo = OnAccelerometerHelperReadingChanged; Thread.Sleep(TimeSpan.FromSeconds(1)); switch (shakeType) { case ShakeType.X: Simulation.SimulateShakeX(); break; case ShakeType.Y: Simulation.SimulateShakeY(); break; case ShakeType.Z: Simulation.SimulateShakeZ(); break; } Simulation.CallTo = null; Active = activePreviousState; }); }
/// <summary> /// Shake all cameras associated with this component (using temporarily /// overriden settings), then call the specified callback once completed. /// </summary> /// <param name='shakeType'>The type of shake to perform (camera matrix /// or local position).</param> /// <param name='numberOfShakes'>The maximum number of shakes to /// perform.</param> /// <param name='shakeAmount'>The amount to shake in each /// direction.</param> /// <param name='rotationAmount'>The amount to rotate in each /// axis.</param> /// <param name='distance'>The initial distance for the first /// shake.</param> /// <param name='speed'>The speed multiplier for the shake.</param> /// <param name='decay'>The decay speed (between 0 and 1). Higher values /// will stop shaking sooner.</param> /// <param name='uiShakeModifier'>The modifier applied to speed in order /// to shake the UI.</param> /// <param name='multiplyByTimeScale'>If true, multiplies the shake /// speed by the time scale.</param> /// <param name='callback'>An action to invoke after the cameras have /// finished shaking.</param> public void Shake( ShakeType shakeType, int numberOfShakes, Vector3 shakeAmount, Vector3 rotationAmount, float distance, float speed, float decay, float uiShakeModifier, bool multiplyByTimeScale, System.Action callback) { var seed = Random.insideUnitSphere; for (int i = 0, camerasCount = cameras.Count; i < camerasCount; i++) { var cam = cameras[i]; StartCoroutine(DoShake_Internal(cam, seed, shakeType, numberOfShakes, shakeAmount, rotationAmount, distance, speed, decay, uiShakeModifier, multiplyByTimeScale, callback)); } }
protected internal override void NodeGUI() { GUILayout.BeginVertical(); GUILayout.BeginHorizontal(); GUILayout.Label("Execute Next Node", GUILayout.Width(140)); delayNextNode = EditorGUILayout.Popup(delayNextNode, new string[] { "When Action Finished", "At The Same Time" }); GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); GUILayout.Label("Performer ID", GUILayout.Width(140)); performerID = EditorGUILayout.TextField(performerID); GUILayout.EndHorizontal(); Rect temp = GUILayoutUtility.GetLastRect(); Handles.DrawLine(new Vector2(temp.left, temp.bottom + 6), new Vector2(temp.right, temp.bottom + 6)); GUILayout.Space(8); GUILayout.BeginHorizontal(); GUILayout.Label("Shake"); shakeType = (ShakeType)EditorGUILayout.Popup((int)shakeType, new string[] { "Vertically", "Horizontally", "Randomly" }, GUILayout.Width(140)); GUILayout.Label("For"); duration = EditorGUILayout.FloatField(duration); GUILayout.Label("Seconds"); GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); GUILayout.Label("Intensity", GUILayout.Width(60)); intensity = EditorGUILayout.FloatField(intensity, GUILayout.Width(40)); GUILayout.EndHorizontal(); GUILayout.EndVertical(); }
/// <summary> /// Shake all cameras associated with all enabled Camera Shake /// components in the scene (using temporarily overriden settings), then /// call the specified callback once completed. /// </summary> /// <param name='shakeType'>The type of shake to perform (camera matrix /// or local position).</param> /// <param name='numberOfShakes'>The maximum number of shakes to /// perform.</param> /// <param name='shakeAmount'>The amount to shake in each /// direction.</param> /// <param name='rotationAmount'>The amount to rotate in each /// axis.</param> /// <param name='distance'>The initial distance for the first /// shake.</param> /// <param name='speed'>The speed multiplier for the shake.</param> /// <param name='decay'>The decay speed (between 0 and 1). Higher values /// will stop shaking sooner.</param> /// <param name='uiShakeModifier'>The modifier applied to speed in order /// to shake the UI.</param> /// <param name='multiplyByTimeScale'>If true, multiplies the shake /// speed by the time scale.</param> /// <param name='callback'>An action to invoke after the cameras have /// finished shaking.</param> public static void ShakeAll( ShakeType shakeType, int numberOfShakes, Vector3 shakeAmount, Vector3 rotationAmount, float distance, float speed, float decay, float uiShakeModifier, bool multiplyByTimeScale, System.Action callback) { for (int i = 0, m_ComponentsCount = m_Components.Count; i < m_ComponentsCount; i++) { var component = m_Components[i]; component.Shake(shakeType, numberOfShakes, shakeAmount, rotationAmount, distance, speed, decay, uiShakeModifier, multiplyByTimeScale, callback); } }
public object Convert(object value, Type targetType, object parameter, string language) { ShakeType shakeType = (ShakeType)value; string expectedShake = (string)parameter; return((shakeType.ToString() == expectedShake) ? Visibility.Visible : Visibility.Collapsed); }
public void AddCustomShake(Vector2 input, ShakeType givShake) { m_velocity += input * typeArr[givShake].m_shakeVal; m_spring = typeArr[givShake].m_springVal; m_damper = typeArr[givShake].m_damperVal; m_shake = typeArr[givShake].m_shakeVal; //m_velocity += new Vector2(Mathf.Clamp(m_velocity.x, minX, maxX), Mathf.Clamp(m_velocity, minY, maxY);) }
public void shakeCamera(ShakeType shakeType, float durationTime=1) { _shakeType = shakeType; origin = this.transform.position; conTime = durationTime; r_Time = Time.time; isShake = true; }
/// <summary> /// shake tween /// </summary> public TweenConfig shake(Vector3 shakeMagnitude, ShakeType shakeType = ShakeType.Position, int frameMod = 1, bool useLocalProperties = false) { var prop = new ShakeTweenProperty(shakeMagnitude, shakeType, frameMod, useLocalProperties); _tweenProperties.Add(prop); return(this); }
/// <summary> /// ÉãÏñ»úÕðÆÁЧ¹û /// </summary> /// <param name="shakeType"></param> public void StartShakeCamera(ShakeType shakeType) { ShakeCamera.Instance.StartByShakeType(transform, shakeType, () => { m_startShake = false; }); m_startShake = true; }
public void shakeCamera(ShakeType shakeType, float durationTime = 1) { _shakeType = shakeType; origin = this.transform.position; conTime = durationTime; r_Time = Time.time; isShake = true; }
void Awake() { shakeType = ShakeType.Sphere; if (camTransform == null) { camTransform = GetComponent(typeof(Transform)) as Transform; } }
/// <summary> /// you can shake any combination of position, scale and eulers by passing in a bitmask of the types you want to shake. frameMod /// allows you to specify what frame count the shakes should occur on. for example, a frameMod of 3 would mean that only when /// frameCount % 3 == 0 will the shake occur /// </summary> public ShakeTweenProperty( Vector3 shakeMagnitude, ShakeType shakeType, int frameMod = 1, bool useLocalProperties = false ) : base(true) { _shakeMagnitude = shakeMagnitude; _shakeType = shakeType; _frameMod = frameMod; _useLocalProperties = useLocalProperties; }
private void _resetTimer_Tick(object sender, object e) { if (_resetTimer.IsEnabled) { _resetTimer.Stop(); } CurrentShakeType = ShakeType.None; }
private void Instance_ShakeGesture(object sender, ShakeGestureEventArgs e) { _lastUpdateTime.Dispatcher.BeginInvoke( () => { _lastUpdateTime.Text = DateTime.Now.ToString(); CurrentShakeType = e.ShakeType; }); System.Diagnostics.Debug.WriteLine(DateTime.Now.Minute + ":" + DateTime.Now.Second + ":" + DateTime.Now.Millisecond + " " + e.ShakeType); }
public void Shake(ShakeType type = ShakeType.ExplosionShake) { if (GameController.instance.gameState == GameController.GameState.gameover) { return; } var shakePreset = ProCamera2DShake.Instance.ShakePresets[(int)type]; ProCamera2DShake.Instance.Shake(shakePreset); }
private ShakeNode GetShakeNode(ShakeType shakeType) { ShakeNode shakeNode = shakeNodes.Find(x => x.ShakeType == shakeType); if (shakeNode == null) { Debug.Log("No shake node exists with ShakeType " + shakeType.ToString() + " exists."); } return(shakeNodes.Find(x => x.ShakeType == shakeType)); }
internal ShakeState(ShakeType shakeType, Vector3 position, Quaternion rotation, Vector2 uiPosition) { _shakeType = shakeType; _startPosition = position; _startRotation = rotation; _uiStartPosition = uiPosition; _shakePosition = position; _shakeRotation = rotation; _uiShakePosition = uiPosition; }
public void InitialiseShake(int seed, ShakeType shakeType, float shakeSpeedPosition, Vector3 shakeRangePosition, float shakeSpeedRotation, Vector3 shakeRangeRotation) { this.interpolatedNoise = new InterpolatedNoise(seed); this.shakeSpeedPosition = shakeSpeedPosition; this.shakeRangePosition = shakeRangePosition; this.shakeSpeedRotation = shakeSpeedRotation; this.shakeRangeRotation = shakeRangeRotation; this.ShakeType = shakeType; this.Position = Vector3.zero; this.EulerRotation = Vector3.zero; }
public void Init(float amplitude, float frequency, float duration, AnimationCurve blendOverLifetime, ShakeType shakeType) { this.shakeType = shakeType; this.amplitude = amplitude; this.frequency = frequency; this.duration = duration; this.blendOverLifetime = blendOverLifetime; }
public void UpdateData(CameraShakeData data) { if (data != null) { mShakeType = data.mShakeType; mNoiseType = data.mNoiseType; MoveExtents = data.MoveExtents; RotateExtents = data.RotateExtents; Speed = data.Speed; Duration = data.Duration; } }
public void ShakeOut(ShakeType shakeType, Action onShakeOutCompleted = null) { StopShake(); ShakeNode shakeNode = GetShakeNode(shakeType); moveShakeStrengthCoroutine = StartCoroutine(MoveShakeStrength(shakeNode.ShakeOutData, onShakeOutCompleted)); if (shakeCoroutine == null) { shakeCoroutine = StartCoroutine(Shake()); } }
public void StartShake( ShakeType type ) { if(!shaking) { switch(type) { case ShakeType.rumble: Rumble(); break; case ShakeType.explosion: Explosion(); break; case ShakeType.earthquake: Earthquake(); break; case ShakeType.random: RandomShake(); break; case ShakeType.custom: CustomShake(); break; default: DefaultShake(); break; } } }
public ShakeParameters(IShakeParameters original) { shakeType = original.ShakeType; strength = original.Strength; roughness = original.Roughness; fadeIn = original.FadeIn; fadeOut = original.FadeOut; positionInfluence = original.PositionInfluence; rotationInfluence = original.RotationInfluence; }
// Token: 0x0600009A RID: 154 RVA: 0x00004188 File Offset: 0x00002388 private void ShakeCamera(ShakeType shakeType = ShakeType.EnemyKillShake) { Renderer renderer = base.GetComponent <Renderer>(); if (renderer == null) { renderer = base.GetComponentInChildren <Renderer>(); } if (renderer != null && renderer.isVisible) { CameraShaker.Instance.Shake(shakeType); } }
public void DoShake(ShakeType type) { for (int i = 0; i < ShakeInfos.Length; i++) { if (ShakeInfos[i].Type.Equals(type)) { ShakeIntensity = ShakeInfos[i].ShakeIntensity; ShakeDecay = ShakeInfos[i].ShakeDecay; currentIntensity = ShakeIntensity; Shaking = true; return; } } }
public static Shake GetShake(ShakeType type) { switch (type) { case ShakeType.CocoaShake: return(new CocoaShake()); case ShakeType.MilkShake: return(new MilkShake()); default: return(null); } }
public ShakeInfo GetShakeInfo(ShakeType type) { ShakeInfo result = default; foreach (var shakeData in _shakes) { if (shakeData.ShakeType == type) { result = shakeData.ShakeInfo; } } return(result); }
public static void AnimationShake(this UIView view, ShakeType type = ShakeType.Horizontal, int count = 2, double duration = 0.2f, float withTranslation = -5f) { var animation = new CABasicAnimation { KeyPath = $"transform.translation.{(type == ShakeType.Horizontal ? "x" : "y")}", TimingFunction = CAMediaTimingFunction.FromName(CAMediaTimingFunction.Linear), RepeatCount = count, Duration = duration / count, AutoReverses = true, By = new NSNumber(withTranslation) }; view.Layer.AddAnimation(animation, "shake"); }
public void ShakeInDirectionWithIntensity(Vector3 direction, float intensity, ShakeType type = ShakeType.Default) { if (!enabled || (shaking && type == shakeType && type == ShakeType.Rumble)) { return; } shaking = true; shakeType = type; shakeDirection = direction; animationTime = 0f; this.intensity = intensity; Invoke("StopShaking", duration); originalPosition = transform.localPosition; }
public static Tween shake( this Transform self, float duration, Vector3 shakeMagnitude, ShakeType shakeType = ShakeType.Position, int frameMod = 1 ) { return Go.to( self, duration, new TweenConfig().shake( shakeMagnitude, shakeType, frameMod ) ); }
public ShakeGestureEventArgs(ShakeType shakeType) { _shakeType = shakeType; }
/// <summary> /// shake tween /// </summary> public TweenConfig shake( Vector3 shakeMagnitude, ShakeType shakeType = ShakeType.Position, int frameMod = 1, bool useLocalProperties = false ) { var prop = new ShakeTweenProperty( shakeMagnitude, shakeType, frameMod, useLocalProperties ); _tweenProperties.Add( prop ); return this; }
/// <summary> /// Count how many shakes the shake signal contains /// </summary> private int CountSignChanges(ShakeType shakeType) { int countSignsChanges = 0; int currentSign = 0; int? prevSign = null; for (int i = 0; i < _shakeSignal.Count; ++i) { // get sign of current vector switch (shakeType) { case ShakeType.X: currentSign = Math.Sign(_shakeSignal[i].X); break; case ShakeType.Y: currentSign = Math.Sign(_shakeSignal[i].Y); break; case ShakeType.Z: currentSign = Math.Sign(_shakeSignal[i].Z); break; } // skip sign-less vectors if (currentSign == 0) { continue; } // handle sign for first vector if (prevSign == null) { prevSign = currentSign; } // check if sign changed if (currentSign != prevSign) { ++countSignsChanges; } // save previous sign prevSign = currentSign; } return countSignsChanges; }
public void Simulate(ShakeType shakeType) { bool activePreviousState = Active; ThreadPool.QueueUserWorkItem( (o) => { Active = false; Simulation.CallTo = OnAccelerometerHelperReadingChanged; Thread.Sleep(TimeSpan.FromSeconds(1)); switch (shakeType) { case ShakeType.X: Simulation.SimulateShakeX(); break; case ShakeType.Y: Simulation.SimulateShakeY(); break; case ShakeType.Z: Simulation.SimulateShakeZ(); break; } Simulation.CallTo = null; Active = activePreviousState; }); }