public IEnumerator ShakeCoroutine() { this.CurrentMotion = CAMERA_MOTION_TYPE.SHAKE; float _timerMax = this.ShakeTimeSecondsMax; Vector3 _posOrg = this.transform.position; while (_timerMax > 0.0F) { _timerMax -= Time.deltaTime; Vector3 _offset = Random.insideUnitCircle * this.ShakeAmount; this.transform.position = _posOrg + _offset; yield return(null); } this.transform.position = _posOrg; this.CurrentMotion = CAMERA_MOTION_TYPE.LOOKAT; yield break; }
void Start() { if (this.CameraScript == null) { this.CameraScript = GetComponent <Camera> (); } if (this.Target == null) { this.CurrentMotion = CAMERA_MOTION_TYPE.NONE; } if (this.LookAtTargetToCenter) { positionRelativeToTarget = Vector3.zero; } else { positionRelativeToTarget = transform.position - Target.position; } positionRelativeToTarget.z = transform.position.z; }