public void WeaponCremaShake(FrameEventInfo.CameraShakeType cameraShakeType = FrameEventInfo.CameraShakeType.None) { ConstrainedCamera constrainedCamera = Camera.main.GetComponent <ConstrainedCamera>(); switch (cameraShakeType) { case FrameEventInfo.CameraShakeType.CameraShake: constrainedCamera.Shake(1f, 1f, 50, 90f, false, true); break; case FrameEventInfo.CameraShakeType.LswdCameraShake: constrainedCamera.Shake(0.3f, 0.4f, 50, 90f, false, true); break; case FrameEventInfo.CameraShakeType.LswdCameraShakefierce: constrainedCamera.Shake(0.5f, 0.7f, 50, 90f, false, true); break; case FrameEventInfo.CameraShakeType.SwdCameraShake: constrainedCamera.Shake(0.3f, 0.2f, 50, 90f, false, true); break; case FrameEventInfo.CameraShakeType.SwdCameraShakefierce: constrainedCamera.Shake(0.5f, 0.5f, 50, 90f, false, true); break; case FrameEventInfo.CameraShakeType.None: // constrainedCamera.Shake(0.3f, 0.2f, 50, 90f, false, true); break; case FrameEventInfo.CameraShakeType.smallshape: constrainedCamera.Shake(0.2f, 0.5f, 100, 90f, false, true); break; case FrameEventInfo.CameraShakeType.mediumshape: constrainedCamera.Shake(0.2f, 1f, 100, 90f, false, true); break; case FrameEventInfo.CameraShakeType.bigshape: constrainedCamera.Shake(0.2f, 1.5f, 100, 90f, false, true); break; default: break; } }
public void Shake(float duration, float strength = 1, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true) { ConstrainedCamera constrainedCamera = Camera.main.GetComponent <ConstrainedCamera>(); constrainedCamera.Shake(duration, strength, vibrato, randomness, snapping, fadeOut); }