예제 #1
0
 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);
     }
 }
예제 #2
0
 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;
 }
예제 #3
0
 public SignalSource(CinemachineImpulseDefinition def, Vector3 velocity)
 {
     m_Def      = def;
     m_Velocity = velocity;
 }