Created
October 24, 2014 03:24
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Simple to use, adds the ability to shake your Camera, with little to no effort, includes 3 constructors.
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using UnityEngine; | |
using System.Collections; | |
public class CameraShake : MonoBehaviour{ | |
private static Vector3 originPosition; | |
private static Quaternion originRotation; | |
private static float shakeDecay = 0.002f; | |
private static float shakeIntensity; | |
public static IEnumerator Shake(Transform t){ | |
originPosition = t.position; | |
originRotation = t.rotation; | |
shakeIntensity = 0.3f; | |
while (shakeIntensity > 0) { | |
t.position = originPosition + Random.insideUnitSphere * shakeIntensity; | |
t.rotation = new Quaternion ( | |
originRotation.x + Random.Range (-shakeIntensity, shakeIntensity) * .2f, | |
originRotation.y + Random.Range (-shakeIntensity, shakeIntensity) * .2f, | |
originRotation.z + Random.Range (-shakeIntensity, shakeIntensity) * .2f, | |
originRotation.w + Random.Range (-shakeIntensity, shakeIntensity) * .2f); | |
shakeIntensity -= shakeDecay; | |
yield return false; | |
} | |
} | |
public static IEnumerator Shake(Transform t, float i){ | |
originPosition = t.position; | |
originRotation = t.rotation; | |
shakeIntensity = i; | |
while (shakeIntensity > 0) { | |
t.position = originPosition + Random.insideUnitSphere * shakeIntensity; | |
t.rotation = new Quaternion ( | |
originRotation.x + Random.Range (-shakeIntensity, shakeIntensity) * .2f, | |
originRotation.y + Random.Range (-shakeIntensity, shakeIntensity) * .2f, | |
originRotation.z + Random.Range (-shakeIntensity, shakeIntensity) * .2f, | |
originRotation.w + Random.Range (-shakeIntensity, shakeIntensity) * .2f); | |
shakeIntensity -= shakeDecay; | |
yield return false; | |
} | |
} | |
public static IEnumerator Shake(Transform t, float i, float d){ | |
originPosition = t.position; | |
originRotation = t.rotation; | |
shakeIntensity = i; | |
while (shakeIntensity > 0) { | |
t.position = originPosition + Random.insideUnitSphere * shakeIntensity; | |
t.rotation = new Quaternion ( | |
originRotation.x + Random.Range (-shakeIntensity, shakeIntensity) * .2f, | |
originRotation.y + Random.Range (-shakeIntensity, shakeIntensity) * .2f, | |
originRotation.z + Random.Range (-shakeIntensity, shakeIntensity) * .2f, | |
originRotation.w + Random.Range (-shakeIntensity, shakeIntensity) * .2f); | |
shakeIntensity -= d; | |
yield return false; | |
} | |
} | |
} |
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