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October 1, 2023 08:12
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Camera Shake Effect. Just put in on the camera and call Shake()
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using UnityEngine; | |
namespace DitzeGames.Effects | |
{ | |
/// <summary> | |
/// Camera Effects | |
/// </summary> | |
public class CameraEffects : MonoBehaviour | |
{ | |
/// <summary> | |
/// Amount of Shake | |
/// </summary> | |
public Vector3 Amount = new Vector3(1f, 1f, 0); | |
/// <summary> | |
/// Duration of Shake | |
/// </summary> | |
public float Duration = 1; | |
/// <summary> | |
/// Shake Speed | |
/// </summary> | |
public float Speed = 10; | |
/// <summary> | |
/// Amount over Lifetime [0,1] | |
/// </summary> | |
public AnimationCurve Curve = AnimationCurve.EaseInOut(0, 1, 1, 0); | |
/// <summary> | |
/// Set it to true: The camera position is set in reference to the old position of the camera | |
/// Set it to false: The camera position is set in absolute values or is fixed to an object | |
/// </summary> | |
public bool DeltaMovement = true; | |
protected Camera Camera; | |
protected float time = 0; | |
protected Vector3 lastPos; | |
protected Vector3 nextPos; | |
protected float lastFoV; | |
protected float nextFoV; | |
protected bool destroyAfterPlay; | |
/// <summary> | |
/// awake | |
/// </summary> | |
private void Awake() | |
{ | |
Camera = GetComponent<Camera>(); | |
} | |
/// <summary> | |
/// Do the shake | |
/// </summary> | |
public static void ShakeOnce(float duration = 1f, float speed = 10f, Vector3? amount = null, Camera camera = null, bool deltaMovement = true, AnimationCurve curve = null) | |
{ | |
//set data | |
var instance = ((camera != null) ? camera : Camera.main).gameObject.AddComponent<CameraEffects>(); | |
instance.Duration = duration; | |
instance.Speed = speed; | |
if (amount != null) | |
instance.Amount = (Vector3)amount; | |
if (curve != null) | |
instance.Curve = curve; | |
instance.DeltaMovement = deltaMovement; | |
//one time | |
instance.destroyAfterPlay = true; | |
instance.Shake(); | |
} | |
/// <summary> | |
/// Do the shake | |
/// </summary> | |
public void Shake() | |
{ | |
ResetCam(); | |
time = Duration; | |
} | |
private void LateUpdate() | |
{ | |
if (time > 0) | |
{ | |
//do something | |
time -= Time.deltaTime; | |
if (time > 0) | |
{ | |
//next position based on perlin noise | |
nextPos = (Mathf.PerlinNoise(time * Speed, time * Speed * 2) - 0.5f) * Amount.x * transform.right * Curve.Evaluate(1f - time / Duration) + | |
(Mathf.PerlinNoise(time * Speed * 2, time * Speed) - 0.5f) * Amount.y * transform.up * Curve.Evaluate(1f - time / Duration); | |
nextFoV = (Mathf.PerlinNoise(time * Speed * 2, time * Speed * 2) - 0.5f) * Amount.z * Curve.Evaluate(1f - time / Duration); | |
Camera.fieldOfView += (nextFoV - lastFoV); | |
Camera.transform.Translate(DeltaMovement ? (nextPos - lastPos) : nextPos); | |
lastPos = nextPos; | |
lastFoV = nextFoV; | |
} | |
else | |
{ | |
//last frame | |
ResetCam(); | |
if (destroyAfterPlay) | |
Destroy(this); | |
} | |
} | |
} | |
private void ResetCam() | |
{ | |
//reset the last delta | |
Camera.transform.Translate(DeltaMovement ? -lastPos : Vector3.zero); | |
Camera.fieldOfView -= lastFoV; | |
//clear values | |
lastPos = nextPos = Vector3.zero; | |
lastFoV = nextFoV = 0f; | |
} | |
} | |
} |
Amazing! Needed to modify a lot, for my personal use though, but may be fine for you!
It should give you an idea
Yeah, it did. Thanks so much for that, and just teaching me this much about gamedev in general,
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NICE SCRIPT