// Update is called once per frame void Update() { var r = BulletTime.Noise1D(BulletTime.time * frequency + _noiseSeed) * 2f - 1f; var a = ((Mathf.Abs(r) > 0.25)?Mathf.Pow(r, 1f + pullToRest) * Mathf.Sign(r): r) * maxAngle; var rot = (Mathf.Abs(a) > Mathf.Epsilon)? Quaternion.AngleAxis(a, aroundAxis): Quaternion.identity; transform.localRotation = _initialLocalRotation * rot; }
void Update() { //float t = BulletTime.time; float t = Time.time; float rnd = mid + BulletTime.Noise1D(t * frequency) * range; _rnd = rnd.ToString(); if (propBlock != null) { propBlock.Clear(); propBlock.AddFloat("_Intensity", rnd); GetComponent <Renderer>().SetPropertyBlock(propBlock); } }
void LateUpdate() { SaveTransforms(movesFrom, movesTo); if (lookAt) { GetComponent <Camera>().transform.LookAt(lookAt, Vector3.up); } const float filmWidthInMM = 36f; const float filmHeightInMM = filmWidthInMM / 1.5f; GetComponent <Camera>().fieldOfView = 2.0f * Mathf.Atan2(filmHeightInMM, 2f * focalLength) * Mathf.Rad2Deg; if (letterBox) { var targetAspect = aspectHeight / Mathf.Max(aspectWidth, 1e-3f); var totalPixelWidth = GetComponent <Camera>().pixelWidth / GetComponent <Camera>().rect.width; var totalPixelHeight = GetComponent <Camera>().pixelHeight / GetComponent <Camera>().rect.height; var pixelRect = GetComponent <Camera>().pixelRect; pixelRect.height = pixelRect.width * targetAspect; if (totalPixelHeight <= pixelRect.height) { pixelRect.height = totalPixelHeight; pixelRect.width = (pixelRect.height / targetAspect); pixelRect.x = Mathf.Round((totalPixelWidth - pixelRect.width) * 0.5f); pixelRect.width = Mathf.Round(pixelRect.width); } else { pixelRect.width = totalPixelWidth; pixelRect.x = 0; } pixelRect.y = Mathf.Round((totalPixelHeight - pixelRect.height) * 0.5f); pixelRect.height = Mathf.Round(pixelRect.height); GetComponent <Camera>().pixelRect = pixelRect; } else { GetComponent <Camera>().rect = new Rect(0, 0, 1, 1); } if (!BulletTime.isEditing) { if (lookAt) { GetComponent <Camera>().transform.localRotation *= _externalRotation; } else { GetComponent <Camera>().transform.localRotation = _initialLocalRot * _externalRotation; } } if ((!BulletTime.isEditing || lookAt) && jitter > 0f && Time.timeScale > 0f) { var x = BulletTime.Noise1D(BulletTime.time * jitterFrequency * 0.33f) * 2f - 1f; var y = BulletTime.Noise1D((BulletTime.time + 1f) * jitterFrequency * 0.33f) * 2f - 1f; var n = new Vector2(x, y); n *= (GetComponent <Camera>().fieldOfView / 70f); // normalize jitter from 70 FOV angle n *= jitter * 0.2f; //0.25f; var q = Quaternion.Euler(n.x, n.y, 0.0f); GetComponent <Camera>().transform.localRotation *= q; } RestoreTransforms(movesFrom, movesTo); }