private void addCameraEffects() { if ((elapsedTurnTime > turnAgainTiming) && (!shakeAdded)) { shakeAdded = true; CamFX.addStandardCameraShake(); } float eulerDifference = Mathf.Abs(Mathf.Abs(curEuler.z) - Mathf.Abs(desiredEuler.z)); if ((eulerDifference < joltTiming) && (!joltAdded)) { CamFX.addStandardCameraJolt(); joltAdded = true; } }