static void ShakeEffect(GameObject obj, float intensity, float time, Vector3 rotation, bool isDynamic) { if (obj.GetComponent <_GEffect.ShakeClass>() == null) { obj.AddComponent <_GEffect.ShakeClass>(); _GEffect.ShakeClass shake = obj.GetComponent <_GEffect.ShakeClass>(); shake.Init(intensity, time, rotation, isDynamic); } }
static void ShakeEffect(GameObject obj, float intensity, float time) { if (obj.GetComponent <_GEffect.ShakeClass> () == null) { obj.AddComponent <_GEffect.ShakeClass> (); } _GEffect.ShakeClass shake = obj.GetComponent <_GEffect.ShakeClass> (); shake.shake = time; shake.shakeAmount = intensity; }
static void ShakeEffect(GameObject obj, float intensity, float time, bool enableCameraFollowing) { if (obj.GetComponent <_GEffect.ShakeClass> () == null) { obj.AddComponent <_GEffect.ShakeClass> (); } _GEffect.ShakeClass shake = obj.GetComponent <_GEffect.ShakeClass> (); shake.shake = time; shake.shakeAmount = intensity; shake.followCam = enableCameraFollowing; }