public SignalSource(CinemachineImpulseDefinition def, Vector3 velocity) { m_Def = def; m_Velocity = velocity; if (m_Def.m_Randomize && m_Def.m_RawSignal.SignalDuration <= 0) { m_StartTimeOffset = UnityEngine.Random.Range(-1000f, 1000f); } }
void Reset() { m_ImpulseDefinition = new CinemachineImpulseDefinition { m_ImpulseChannel = 1, m_ImpulseShape = CinemachineImpulseDefinition.ImpulseShapes.Bump, m_CustomImpulseShape = new AnimationCurve(), m_ImpulseDuration = 0.2f, m_ImpulseType = CinemachineImpulseDefinition.ImpulseTypes.Uniform, m_DissipationDistance = 100, m_DissipationRate = 0.25f, m_PropagationSpeed = 343 }; m_DefaultVelocity = Vector3.down; }
public SignalSource(CinemachineImpulseDefinition def, Vector3 velocity) { m_Def = def; m_Velocity = velocity; }