void Update() { if (Shake.shake_intensity > 0) { Vector3 pos; Quaternion rot; Shake.DoShake(originRotation, out pos, out rot); mainCamera.transform.localPosition = pos; mainCamera.transform.localRotation = rot; } else { mainCamera.transform.localPosition = Vector3.zero; mainCamera.transform.localRotation = originRotation; } }
public void OnPointerEnter(PointerEventData eventData) { pointerEnterCount++; if (pointerEnterCount == 5) { pointerEnterCount = 0; Shake camShake = nightmare.dreamBackground.GetComponent <Shake>(); if (!camShake.isShaking()) { camShake.DoShake(); } nightmare.dupCount++; nightmare.initDeleteButton(); } targetPosition = new Vector3(nightmare.minX + UnityEngine.Random.value * nightmare.size.x, nightmare.minY + UnityEngine.Random.value * nightmare.size.y, 0f); }
void OnCollisionEnter(Collision coll) { float timeSinceShake = Time.time - lastShakeTime; if (jumpAndShake && CheckWallCollision(coll) && timeSinceShake > 1) { cameraShake.DoShake(); lastShakeTime = Time.time; } if (landed) { return; } if (coll.gameObject.name == "Floor" || coll.gameObject.name == "RightWall") { Invoke("RunJumpAroundAfterDelay", 2); landed = true; } }