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Set Icons + Camera Shake Action

/feature-cinemachine-noise-shake
Thomas ICHÉ 4 年前
当前提交
5db3cc5a
共有 4 个文件被更改,包括 127 次插入2 次删除
  1. 2
      Runtime/LevelScripting/Actions/CinemachineSetCameraNoiseAction.cs.meta
  2. 2
      Runtime/LevelScripting/Actions/CinemachineSetCustomBlendsAction.cs.meta
  3. 114
      Runtime/LevelScripting/Actions/CinemachineCameraShakeAction.cs
  4. 11
      Runtime/LevelScripting/Actions/CinemachineCameraShakeAction.cs.meta

2
Runtime/LevelScripting/Actions/CinemachineSetCameraNoiseAction.cs.meta


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2
Runtime/LevelScripting/Actions/CinemachineSetCustomBlendsAction.cs.meta


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114
Runtime/LevelScripting/Actions/CinemachineCameraShakeAction.cs


using UnityEngine;
using Cinemachine;
using NaughtyAttributes;
namespace GameplayIngredients.Actions
{
[RequireComponent(typeof(CinemachineImpulseSource))]
[Callable("Cinemachine", "Misc/ic-cinemachine.png")]
public class CinemachineCameraShakeAction : ActionBase
{
public enum ImpulseLocation
{
SelfTransform,
RemoteTransform,
InstigatorPosition
}
[InfoBox("Remember to add Cinemachine Impulse listeners extensions on Virtual Cameras you want to recieve these camera shakes.")]
[Tooltip("Which transform to use for the source of the camera shake")]
public ImpulseLocation impulseLocation = ImpulseLocation.SelfTransform;
[ShowIf("useRemoteTransform")]
[Tooltip("The Remote transform to use to generate impulses")]
public Transform remoteImpulseLocation;
bool useRemoteTransform => impulseLocation == ImpulseLocation.RemoteTransform;
[Header("Impulse")]
[Tooltip("Whether the Impulse Vector will be computed in local space (or world space)")]
public bool LocalSpace = true;
[Tooltip("The Impulse Vector to Use")]
public Vector3 baseImpulse = Vector3.up;
[Tooltip("Whether to apply randomness as well")]
public bool randomImpulse = false;
[Tooltip("The Random Variation scale of the Impulse")]
[ShowIf("randomImpulse")]
public Vector3 variation = Vector3.one;
[Tooltip("Whether to normalize the Base+Random Impulse")]
[ShowIf("randomImpulse")]
public bool normalize = false;
[Tooltip("A random rescale of the impulse vector, after normalization")]
[ShowIf(EConditionOperator.And, "randomImpulse", "normalize")]
public Vector2 postNormalizeRemap = Vector2.one;
CinemachineImpulseSource m_ImpulseSource;
public override void Execute(GameObject instigator = null)
{
if(m_ImpulseSource == null)
{
m_ImpulseSource = GetComponent<CinemachineImpulseSource>();
if (m_ImpulseSource == null)
m_ImpulseSource = gameObject.AddComponent<CinemachineImpulseSource>();
}
Vector3 impulse = baseImpulse;
if(randomImpulse)
{
impulse += new Vector3(Random.Range(-variation.x / 2, variation.x / 2), Random.Range(-variation.y / 2, variation.y / 2), Random.Range(-variation.z / 2, variation.z / 2));
if(normalize)
{
impulse.Normalize();
impulse *= Random.Range(postNormalizeRemap.x, postNormalizeRemap.y);
}
}
switch (impulseLocation)
{
default:
case ImpulseLocation.SelfTransform:
if (LocalSpace)
impulse = transform.localToWorldMatrix.MultiplyVector(impulse);
m_ImpulseSource.GenerateImpulse(impulse);
break;
case ImpulseLocation.RemoteTransform:
if(remoteImpulseLocation != null)
{
if (LocalSpace)
impulse = remoteImpulseLocation.localToWorldMatrix.MultiplyVector(impulse);
m_ImpulseSource.GenerateImpulseAt(remoteImpulseLocation.position, impulse);
}
else
{
Debug.LogWarning("CinemachineCameraShakeAction : No RemoteTransform found for setting position, using self transform instead");
if (LocalSpace)
impulse = transform.localToWorldMatrix.MultiplyVector(impulse);
m_ImpulseSource.GenerateImpulse(impulse);
}
break;
case ImpulseLocation.InstigatorPosition:
if(instigator != null)
{
if (LocalSpace)
impulse = instigator.transform.localToWorldMatrix.MultiplyVector(impulse);
m_ImpulseSource.GenerateImpulseAt(instigator.transform.position, impulse);
}
else
{
Debug.LogWarning("CinemachineCameraShakeAction : No Instigator found for setting position, using self transform instead");
if (LocalSpace)
impulse = transform.localToWorldMatrix.MultiplyVector(impulse);
m_ImpulseSource.GenerateImpulse(impulse);
}
break;
}
}
}
}

11
Runtime/LevelScripting/Actions/CinemachineCameraShakeAction.cs.meta


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