Esempio n. 1
0
        private IEnumerator ShakeCor(CameraShakeData _shakeData)
        {
            // Create keyframe arrays.
            var shakeKeysX = new Keyframe[_shakeData.Points + 2];
            var shakeKeysY = new Keyframe[_shakeData.Points + 2];
            var shakeKeysZ = new Keyframe[_shakeData.Points + 2];
            var keyDelay   = _shakeData.Duration / (_shakeData.Points + 1);

            // Zero out first and last keyframes.
            shakeKeysX[0] = new Keyframe(0.0f, 0.0f);
            shakeKeysY[0] = new Keyframe(0.0f, 0.0f);
            shakeKeysZ[0] = new Keyframe(0.0f, 0.0f);
            shakeKeysX[_shakeData.Points + 1] = new Keyframe((_shakeData.Points + 1) * keyDelay, 0.0f);
            shakeKeysY[_shakeData.Points + 1] = new Keyframe((_shakeData.Points + 1) * keyDelay, 0.0f);
            shakeKeysZ[_shakeData.Points + 1] = new Keyframe((_shakeData.Points + 1) * keyDelay, 0.0f);

            // Cache strength because we're going to modify it.
            var strength = _shakeData.Strength;

            // Generate middle keyframes.
            for (int i = 1; i < _shakeData.Points; i++)
            {
                shakeKeysX[i] = new Keyframe(
                    i * keyDelay,
                    UnityEngine.Random.Range(-_shakeData.Strength, _shakeData.Strength)
                    );

                shakeKeysY[i] = new Keyframe(
                    i * keyDelay,
                    UnityEngine.Random.Range(-_shakeData.Strength, _shakeData.Strength)
                    );

                shakeKeysZ[i] = new Keyframe(
                    i * keyDelay,
                    UnityEngine.Random.Range(-_shakeData.Strength, _shakeData.Strength)
                    );

                // Decrease strength each frame by our decreaseFactor.
                strength = Mathf.Clamp(strength - _shakeData.DecreaseFactor, 0.0f, _shakeData.Strength);
            }

            // Create animation curves using the keyframes we generated.
            var curveX = new AnimationCurve(shakeKeysX);
            var curveY = new AnimationCurve(shakeKeysY);
            var curveZ = new AnimationCurve(shakeKeysZ);

            // Animate shakeTransform using the generated animation curves.
            var time = 0.0f;

            while (time < _shakeData.Duration)
            {
                _shakeTransform.localPosition = new Vector3(
                    curveX.Evaluate(time),
                    curveY.Evaluate(time),
                    curveZ.Evaluate(time)
                    );

                time += Time.deltaTime;
                yield return(null);
            }

            // Reset shakeTransform back to resting position.
            _shakeTransform.localPosition = Vector3.zero;
        }
Esempio n. 2
0
 public void Shake(CameraShakeData shakeData)
 {
     _shakeCor?.Stop();
     _shakeCor = CoroutineRunner.StartManagedCoroutine(ShakeCor(shakeData));
 }