Created
February 26, 2019 18:25
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Shake on any camera2D in Godot.
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using Godot; | |
using System; | |
public class Camera : Camera2D | |
{ | |
private RandomNumberGenerator Rng = new RandomNumberGenerator(); | |
public bool Shaking = false; | |
public float Amount; | |
public Timer _Timer; | |
public override void _PhysicsProcess(float delta) | |
{ | |
if (Shaking) | |
{ | |
Rng.Randomize(); // Randomizing seed | |
float x = Rng.RandfRange(-Amount, Amount); | |
Rng.Randomize(); // Randomizing seed again | |
float y = Rng.RandfRange(-Amount, Amount); | |
Offset = new Vector2(x, y); | |
} | |
} | |
/// <summary> | |
/// Shake the camera | |
/// </summary> | |
/// <param name="amount">Force of the shaking</param> | |
/// <param name="time">Duration of the shaking</param> | |
public void Shake(float amount, float time) | |
{ | |
// Stopping current one if it is already shaking. | |
if (Shaking) | |
StopShaking(); | |
// Adding new timer | |
var Timer = new Timer(); | |
AddChild(Timer); | |
Timer.WaitTime = time; | |
Timer.Connect("timeout", this, "StopShaking"); | |
Timer.Start(); | |
Amount = amount; | |
_Timer = Timer; | |
Shaking = true; // SetShaking loop process | |
LimitLeft -= Mathf.CeilToInt(Amount); | |
LimitRight += Mathf.CeilToInt(Amount); | |
LimitTop -= Mathf.CeilToInt(Amount); | |
LimitBottom += Mathf.CeilToInt(Amount); | |
} | |
/// <summary> | |
/// Stop the shaking if the camera is currently shaking | |
/// </summary> | |
public void StopShaking() | |
{ | |
if (!Shaking) | |
return; | |
_Timer.Stop(); | |
_Timer.QueueFree(); | |
Shaking = false; | |
Offset = new Vector2(0, 0); | |
LimitLeft += Mathf.CeilToInt(Amount); | |
LimitRight -= Mathf.CeilToInt(Amount); | |
LimitTop += Mathf.CeilToInt(Amount); | |
LimitBottom -= Mathf.CeilToInt(Amount); | |
} | |
} |
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