static public int StartFadeOut(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif EZCameraShake.CameraShakeInstance self = (EZCameraShake.CameraShakeInstance)checkSelf(l); System.Single a1; checkType(l, 2, out a1); self.StartFadeOut(a1); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
static public int get_ScaleRoughness(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif EZCameraShake.CameraShakeInstance self = (EZCameraShake.CameraShakeInstance)checkSelf(l); pushValue(l, true); pushValue(l, self.ScaleRoughness); return(2); } catch (Exception e) { return(error(l, e)); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
public void OnTriggerEnter1(Collider col) { Destroyable destoyable = col.gameObject.GetComponent <Destroyable>(); if (destoyable != null) { destoyable.OnCollisionObject(transform); library.score.AddScoreForDestroy(destoyable); library.energy.AddEnergy(destoyable); EZCameraShake.CameraShakeInstance c = EZCameraShake.CameraShaker.Instance.ShakeOnce(2, 4, 0.1f, 2f); AddDestroyable(destoyable.GetType().Name); } Letter letter = col.gameObject.GetComponent <Letter>(); if (letter != null) { WordRide wordRide = library.level.GetComponentInChildren <WordRide>(); if (wordRide != null) { wordRide.CheckLetter(letter.letterNum); } Destroy(letter.gameObject); } // c.PositionInfluence = new Vector3(1,1,1); // c.PositionInfluence = new Vector3(1, 1, 1); }
/// <summary> /// Shake the camera once, fading in and out over a specified durations. /// </summary> /// <param name="magnitude">The intensity of the shake.</param> /// <param name="roughness">Roughness of the shake. Lower values are smoother, higher values are more jarring.</param> /// <param name="fadeInTime">How long to fade in the shake, in seconds.</param> /// <param name="fadeOutTime">How long to fade out the shake, in seconds.</param> /// <returns>A CameraShakeInstance that can be used to alter the shake's properties.</returns> public CameraShakeInstance ShakeOnce(float magnitude, float roughness, float fadeInTime, float fadeOutTime) { CameraShakeInstance shake = new CameraShakeInstance(magnitude, roughness, fadeInTime, fadeOutTime); shake.PositionInfluence = DefaultPosInfluence; shake.RotationInfluence = DefaultRotInfluence; cameraShakeInstances.Add(shake); return shake; }
public IEnumerator shake() { EZCameraShake.CameraShakeInstance shakeInstance = EZCameraShake.CameraShaker.Instance.StartShake(2, 2, 0.1f); yield return(new WaitForSeconds(0.15f)); shakeInstance.StartFadeOut(0.1f); yield return(null); }
static public int constructor(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif int argc = LuaDLL.lua_gettop(l); EZCameraShake.CameraShakeInstance o; if (argc == 5) { System.Single a1; checkType(l, 2, out a1); System.Single a2; checkType(l, 3, out a2); System.Single a3; checkType(l, 4, out a3); System.Single a4; checkType(l, 5, out a4); o = new EZCameraShake.CameraShakeInstance(a1, a2, a3, a4); pushValue(l, true); pushValue(l, o); return(2); } else if (argc == 3) { System.Single a1; checkType(l, 2, out a1); System.Single a2; checkType(l, 3, out a2); o = new EZCameraShake.CameraShakeInstance(a1, a2); pushValue(l, true); pushValue(l, o); return(2); } return(error(l, "New object failed.")); } catch (Exception e) { return(error(l, e)); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
void ShakeCamera() { /* * iTween.ShakePosition(library.cam, * iTween.Hash( * "amount", new Vector3(0.5f, 0.5f, 0.5f), * "time", 0.8f * ) * );*/ EZCameraShake.CameraShakeInstance c = EZCameraShake.CameraShaker.Instance.ShakeOnce(2, 15, 0.1f, 1f); }
/// <summary> /// Start shaking the camera. /// </summary> /// <param name="magnitude">The intensity of the shake.</param> /// <param name="roughness">Roughness of the shake. Lower values are smoother, higher values are more jarring.</param> /// <param name="fadeInTime">How long to fade in the shake, in seconds.</param> /// <param name="posInfluence">How much this shake influences position.</param> /// <param name="rotInfluence">How much this shake influences rotation.</param> /// <returns>A CameraShakeInstance that can be used to alter the shake's properties.</returns> public CameraShakeInstance StartShake(float magnitude, float roughness, float fadeInTime, Vector3 posInfluence, Vector3 rotInfluence) { CameraShakeInstance shake = new CameraShakeInstance(magnitude, roughness); shake.PositionInfluence = posInfluence; shake.RotationInfluence = rotInfluence; shake.StartFadeIn(fadeInTime); cameraShakeInstances.Add(shake); return shake; }
/// <summary> /// Starts a shake using the given preset. /// </summary> /// <param name="shake">The preset to use.</param> /// <returns>A CameraShakeInstance that can be used to alter the shake's properties.</returns> public CameraShakeInstance Shake(CameraShakeInstance shake) { cameraShakeInstances.Add(shake); return shake; }
void OnGUI() { Slider s = delegate(float val, string prefix, float min, float max, int pad) { GUILayout.BeginHorizontal(); GUILayout.Label(prefix, GUILayout.MaxWidth(pad)); val = GUILayout.HorizontalSlider(val, min, max); GUILayout.Label(val.ToString("F2"), GUILayout.MaxWidth(50)); GUILayout.EndHorizontal(); return val; }; GUI.Box(new Rect(10, 10, 250, Screen.height - 15), "Make-A-Shake"); GUILayout.BeginArea(new Rect(29f, 40, 215, Screen.height - 40)); GUILayout.Label("--Position Infleunce--"); posInf.x = s(posInf.x, "X", 0, 4, 25); posInf.y = s(posInf.y, "Y", 0, 4, 25); posInf.z = s(posInf.z, "Z", 0, 4, 25); GUILayout.Label("--Rotation Infleunce--"); rotInf.x = s(rotInf.x, "X", 0, 4, 25); rotInf.y = s(rotInf.y, "Y", 0, 4, 25); rotInf.z = s(rotInf.z, "Z", 0, 4, 25); GUILayout.Label("--Other Properties--"); magn = s(magn, "Magnitude:", 0, 10, 75); rough = s(rough, "Roughness:", 0, 20, 75); fadeIn = s(fadeIn, "Fade In:", 0, 10, 75); fadeOut = s(fadeOut, "Fade Out:", 0, 10, 75); GUILayout.Label("--Saved Shake Instance--"); GUILayout.Label("You can save shake instances and modify their properties at runtime."); if (shake == null && GUILayout.Button("Create Shake Instance")) { shake = CameraShaker.Instance.StartShake(magn, rough, fadeIn); shake.DeleteOnInactive = false; } if (shake != null) { if (GUILayout.Button("Delete Shake Instance")) { shake.DeleteOnInactive = true; shake.StartFadeOut(fadeOut); shake = null; } if (shake != null) { GUILayout.BeginHorizontal(); if (GUILayout.Button("Fade Out")) { shake.StartFadeOut(fadeOut); } if (GUILayout.Button("Fade In")) { shake.StartFadeIn(fadeIn); } GUILayout.EndHorizontal(); modValues = GUILayout.Toggle(modValues, "Modify Instance Values"); if (modValues) { shake.ScaleMagnitude = magn; shake.ScaleRoughness = rough; shake.PositionInfluence = posInf; shake.RotationInfluence = rotInf; } } } GUILayout.Label("--Shake Once--"); GUILayout.Label("You can simply have a shake that automatically starts and stops too."); if (GUILayout.Button("Shake!")) { CameraShakeInstance c = CameraShaker.Instance.ShakeOnce(magn, rough, fadeIn, fadeOut); c.PositionInfluence = posInf; c.RotationInfluence = rotInf; } GUILayout.EndArea(); float height; if (!showList) height = 120; else height = 120 + CameraShaker.Instance.ShakeInstances.Count * 130f; GUI.Box(new Rect(Screen.width - 310, 10, 300, height), "Shake Instance List"); GUILayout.BeginArea(new Rect(Screen.width - 285, 40, 255, Screen.height - 40)); GUILayout.Label("All shake instances are saved and stacked as long as they are active."); showList = GUILayout.Toggle(showList, "Show List"); if (showList) { int index = 1; foreach (CameraShakeInstance c in CameraShaker.Instance.ShakeInstances) { string state = c.CurrentState.ToString(); GUILayout.Label("#" + index + ": Magnitude: " + c.Magnitude.ToString("F2") + ", Roughness: " + c.Roughness.ToString("F2")); GUILayout.Label(" Position Influence: " + c.PositionInfluence); GUILayout.Label(" Rotation Influence: " + c.RotationInfluence); GUILayout.Label(" State: " + state); GUILayout.Label("- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -"); index++; } } GUILayout.EndArea(); }
/// <summary> /// Starts a shake using the given preset. /// </summary> /// <param name="shake">The preset to use.</param> /// <returns>A CameraShakeInstance that can be used to alter the shake's properties.</returns> public CameraShakeInstance Shake(CameraShakeInstance shake) { cameraShakeInstances.Add(shake); return(shake); }
public void FadeOutAndRemoveShakeInstance(CameraShakeInstance shake, float fadeOutTime) { StartCoroutine(RemoveInstance(shake, fadeOutTime)); }