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August 29, 2015 14:27
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Vibrate the camera this component is attached with. Call it from other component (attached to the same camera): GetComponent<CameraVibrator>().Vibrate();
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using UnityEngine; | |
using System.Collections; | |
/* by FVS - HaLuan */ | |
public class CameraVibrator : MonoBehaviour | |
{ | |
new Camera camera; | |
[SerializeField] | |
float duration = 2.0f; | |
[SerializeField] | |
float amplitudeMax = 0.5f; | |
float originalY; | |
float amplitude = 0; | |
float phase = 0; | |
float angularSpeed = 90; | |
float phaseInitial = 90; | |
float amplitudeRestoreSpeed = 1f; | |
void Awake() | |
{ | |
/// | |
camera = GetComponent<Camera>(); | |
/// | |
amplitudeRestoreSpeed = amplitudeMax / duration; | |
/// | |
return; | |
} | |
public void Vibrate() | |
{ | |
/// | |
amplitude = amplitudeMax; | |
phase = phaseInitial; | |
originalY = camera.transform.position.y; | |
} | |
// Update is called once per frame | |
void Update() | |
{ | |
/// | |
if (amplitude == 0) | |
{ | |
/// | |
enabled = false; | |
/// | |
return; | |
} | |
/// | |
amplitude -= amplitudeRestoreSpeed * Time.deltaTime; | |
if (amplitude < 0) | |
amplitude = 0; | |
/// | |
phase += angularSpeed * Time.deltaTime; | |
/// | |
float y = originalY + Mathf.Cos(phase) * amplitude; | |
/// | |
var p = camera.transform.position; | |
p.y = y; | |
camera.transform.position = p; | |
} | |
} |
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