Pong-Pong/Assets/Tools/Cinemachine/ScreenShake.cs
Gerard Gascón 16da8e4dde init
2025-04-24 17:09:22 +02:00

40 lines
1.6 KiB
C#

using Cinemachine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public static class ScreenShake{
static CinemachineBrain brain;
static CinemachineVirtualCamera vCam;
static ScreenShakeUpdate shakeUpdate;
class ScreenShakeUpdate : MonoBehaviour {
[HideInInspector] public float shakeTimer;
[HideInInspector] public float shakeTimerTotal;
[HideInInspector] public float startingIntensity;
void Update(){
if (shakeTimer > 0){
shakeTimer -= Time.deltaTime;
CinemachineBasicMultiChannelPerlin multiChannelPerlin = vCam.GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
multiChannelPerlin.m_AmplitudeGain = Mathf.Lerp(startingIntensity, 0f, 1 - (shakeTimer / shakeTimerTotal));
}
}
}
public static void Shake(float intensity, float time){
if(brain == null || shakeUpdate == null){
brain = Camera.main.GetComponent<CinemachineBrain>();
vCam = Camera.main.GetComponent<CinemachineBrain>().ActiveVirtualCamera.VirtualCameraGameObject.GetComponent<CinemachineVirtualCamera>();
shakeUpdate = new GameObject("ShakeUpdate").AddComponent<ScreenShakeUpdate>();
}
CinemachineVirtualCamera currentCam = brain.ActiveVirtualCamera.VirtualCameraGameObject.GetComponent<CinemachineVirtualCamera>();
if (vCam == null || vCam != currentCam){
vCam = currentCam;
}
shakeUpdate.startingIntensity = 2.5f;
shakeUpdate.shakeTimer = shakeUpdate.shakeTimerTotal = .25f;
}
}