Unity实现震动效果,抖动,震屏等

上篇震屏博客说到的简单震屏效果,虽然可以实现,但是屏幕边界会给人一种扭曲感,振幅越大感觉越明显。所以本篇博客做出了大幅度更改,以正弦规律震动,效果更加自然,若实现震屏将此脚本挂载到相机上即可,可以设置震动幅度,震动角度,震动次数等,具体参数效果可以通过更改控制面板上的参数测试,也可用于其他物体的晃动,反复控制enabled=true,即可反复震动。

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ShakeCamera : MonoBehaviour {


	public Vector3 positionShake;//震动幅度
	public Vector3 angleShake;   //震动角度
	public float cycleTime = 0.2f;//震动周期
	public int cycleCount = 6;    //震动次数
	public bool fixShake = false; //为真时每次幅度相同,反之则递减
	public bool unscaleTime = false;//不考虑缩放时间
	public bool bothDir = true;//双向震动
	public float fCycleCount = 0;//设置此参数,以此震动次数为主
	public bool autoDisable = true;//自动disbale
	

	float currentTime;
	int curCycle;
	Vector3 curPositonShake;
	Vector3 curAngleShake;
	float curFovShake;
	Vector3 startPosition;
	Vector3 startAngles;
	Transform myTransform;

	void OnEnable()
	{
		currentTime = 0f;
		curCycle = 0;
		curPositonShake = positionShake;
		curAngleShake = angleShake;
		myTransform = transform;
		startPosition = myTransform.localPosition;
		startAngles = myTransform.localEulerAngles;
		if (fCycleCount > 0)
			cycleCount = Mathf.RoundToInt(fCycleCount);
	}

	void OnDisable()
	{
		myTransform.localPosition = startPosition;
		myTransform.localEulerAngles = startAngles;
	}

	// Update is called once per frame
	void Update () {

		#if UNITY_EDITOR
		if (fCycleCount > 0)
			cycleCount = Mathf.RoundToInt(fCycleCount);
		#endif

		if (curCycle >= cycleCount)
		{
			if (autoDisable)
				enabled = false;
			return;
		}

		float deltaTime = unscaleTime ? Time.unscaledDeltaTime : Time.deltaTime;
		currentTime += deltaTime;
		while (currentTime >= cycleTime)
		{
			currentTime -= cycleTime;
			curCycle++;
			if (curCycle >= cycleCount)
			{
				myTransform.localPosition = startPosition;
				myTransform.localEulerAngles = startAngles;
				return;
			}

			if (!fixShake)
			{
				if (positionShake != Vector3.zero)
					curPositonShake = (cycleCount - curCycle) * positionShake / cycleCount;
				if (angleShake != Vector3.zero)
					curAngleShake = (cycleCount - curCycle) * angleShake / cycleCount;
			}
		}

		if (curCycle < cycleCount)
		{
			float offsetScale = Mathf.Sin((bothDir ? 2 : 1) * Mathf.PI * currentTime / cycleTime);
			if (positionShake != Vector3.zero)
				myTransform.localPosition = startPosition + curPositonShake * offsetScale;
			if (angleShake != Vector3.zero)
				myTransform.localEulerAngles = startAngles + curAngleShake * offsetScale;
		}
	}
    //重置
	public void Restart()
	{
		if (enabled)
		{
			currentTime = 0f;
			curCycle = 0;
			curPositonShake = positionShake;
			curAngleShake = angleShake;
			myTransform.localPosition = startPosition;
			myTransform.localEulerAngles = startAngles;
			if (fCycleCount > 0)
				cycleCount = Mathf.RoundToInt(fCycleCount);
		}
		else
			enabled = true;
	}
}

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转载自blog.csdn.net/wafcc9/article/details/83144138