Esempio n. 1
0
    public void Shake(ShakeManager.Settings shake, float attenuation)
    {
        if (shakeCoroutine != null)
        {
            StopCoroutine(shakeCoroutine);
        }

        shakeCoroutine = StartCoroutine(ShakeCoroutine(shake, attenuation));
    }
Esempio n. 2
0
    public IEnumerator ShakeCoroutine(ShakeManager.Settings shake, float attenuation)
    {
        float dist = Vector3.Distance(transform.position, shake.Position);
        //float intensity = shake.Intensity / Mathf.Pow(dist + 1, attenuation);
        float   intensity   = shake.Intensity;
        Vector3 forceVector = Vector3.Normalize(transform.position - shake.Position) * intensity;

        if (maxDelay > 0.0f)
        {
            yield return(new WaitForSeconds(Random.Range(0.0f, maxDelay)));
        }

        if (rigidBodies != null)
        {
            foreach (var rb in rigidBodies)
            {
                if (rb == null)
                {
                    continue;
                }
                rb.AddForce(forceVector * impulseGain, ForceMode.Impulse);
            }
        }

        if (visualEffects != null)
        {
            foreach (var vfx in visualEffects)
            {
                if (vfx == null || (playOnlyIfVisible && vfx.culled))
                {
                    continue;
                }

                if (!eventAttributes.ContainsKey(vfx))
                {
                    eventAttributes.Add(vfx, vfx.CreateVFXEventAttribute());
                }

                if (setPositionAttribute)
                {
                    eventAttributes[vfx].SetVector3(position, shake.Position);
                }
                if (setSizeAttribute && eventAttributes[vfx].HasFloat(size))
                {
                    eventAttributes[vfx].SetFloat(size, intensity);
                }
                if (setVelocityAttribute)
                {
                    eventAttributes[vfx].SetVector3(velocity, forceVector);
                }

                vfx.SendEvent(eventName, eventAttributes[vfx]);
            }

            if (visualEffects.Length > 0 && disableAfterDelay > 0.0f)
            {
                if (stopVFXCoroutine != null)
                {
                    StopCoroutine(stopVFXCoroutine);
                }
                stopVFXCoroutine = StartCoroutine(StopAfter());
            }
        }
        Callable.Call(OnShake);
    }