public void WeaponCremaShake(FrameEventInfo.CameraShakeType cameraShakeType = FrameEventInfo.CameraShakeType.None) { ConstrainedCamera constrainedCamera = Camera.main.GetComponent <ConstrainedCamera>(); switch (cameraShakeType) { case FrameEventInfo.CameraShakeType.CameraShake: constrainedCamera.Shake(1f, 1f, 50, 90f, false, true); break; case FrameEventInfo.CameraShakeType.LswdCameraShake: constrainedCamera.Shake(0.3f, 0.4f, 50, 90f, false, true); break; case FrameEventInfo.CameraShakeType.LswdCameraShakefierce: constrainedCamera.Shake(0.5f, 0.7f, 50, 90f, false, true); break; case FrameEventInfo.CameraShakeType.SwdCameraShake: constrainedCamera.Shake(0.3f, 0.2f, 50, 90f, false, true); break; case FrameEventInfo.CameraShakeType.SwdCameraShakefierce: constrainedCamera.Shake(0.5f, 0.5f, 50, 90f, false, true); break; case FrameEventInfo.CameraShakeType.None: // constrainedCamera.Shake(0.3f, 0.2f, 50, 90f, false, true); break; case FrameEventInfo.CameraShakeType.smallshape: constrainedCamera.Shake(0.2f, 0.5f, 100, 90f, false, true); break; case FrameEventInfo.CameraShakeType.mediumshape: constrainedCamera.Shake(0.2f, 1f, 100, 90f, false, true); break; case FrameEventInfo.CameraShakeType.bigshape: constrainedCamera.Shake(0.2f, 1.5f, 100, 90f, false, true); break; default: break; } }
RoleController CreatePlayer1(PlayerData playerData = null) { playerPrefabName = playerPrefabName == null ? "Human" : playerPrefabName; playerPrefabName = playerPrefabName == "" ? "Human" : playerPrefabName; GameObject role = GameObjectManager.Instance.Create(playerPrefabName ?? "Human"); role.name = "Player1"; role.tag = "Player"; role.AddComponentUnique <Player1InputController>(); var roleController = role.GetComponent <RoleController>(); var roleBehaviorTree = role.GetComponent <RoleBehaviorTree>(); var behaviorTree = role.GetComponent <BehaviorDesigner.Runtime.BehaviorTree>(); var InteractiveCube = role.GetChild("InteractiveCube"); var triggercontroller = InteractiveCube.GetComponent <TriggerController>(); triggercontroller.needKeepingGameObject = true; if (roleBehaviorTree != null) { Tools.Destroy(roleBehaviorTree); } if (behaviorTree != null) { Tools.Destroy(behaviorTree); } roleController._withAI = false; if (false && // 不读档 add by TangJian 2018/9/21 0:03 playerData != null && playerData.currRoleData != null) { roleController.RoleData = playerData.currRoleData; roleController.RoleData.TeamId = "1"; //roleController.RoleData.EquipData.MainHand = ItemManager.Instance.getItemDataById<WeaponData>("swd-1"); //roleController.RoleData.EquipData.OffHand = ItemManager.Instance.getItemDataById<WeaponData>("swd-1"); //roleController.RoleData.EquipData.SoulData = ItemManager.Instance.getItemDataById<SoulData>("Soul-FireBall"); } if (this.player1Data != null) { roleController.RoleData = this.player1Data; } ConstrainedCamera constrainedCamera = Camera.main.GetComponent <ConstrainedCamera>(); constrainedCamera.Player1 = role.transform; // 与npc交互 roleController.OnInteractAction = (GameObject gameObject) => { if (gameObject.tag == "NPC") { choiceBubbleController = GameObject.Find("choicebubble").GetComponent <ChoiceBubbleController>(); fsm.SendEvent("AllToTalk"); } }; roleController.PickupConsumable = () => { gamingUIController.RefreshGlist(); }; roleController.OnDying += (RoleController _roleController) => { // 掉装备 add by TangJian 2019/3/14 11:45 Debug.Log("掉装备"); }; return(roleController); }
public void ShakeV3(float duration, Vector3 strength = new Vector3(), int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true) { ConstrainedCamera constrainedCamera = Camera.main.GetComponent <ConstrainedCamera>(); constrainedCamera.ShakeV3(duration, strength, vibrato, randomness, snapping, fadeOut); }