mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-29 04:42:13 +01:00
CameraShake
Camera shake is working now
This commit is contained in:
36
Assets/CameraShake.cs
Normal file
36
Assets/CameraShake.cs
Normal file
@@ -0,0 +1,36 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class CameraShake : MonoBehaviour {
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[Header("Camera Shake Info")]
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[SerializeField] bool cameraShakeActive = true;
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[SerializeField] Camera objectToMove;
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[SerializeField] float cameraShakeRadius = 6f;
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[SerializeField] float cameraShakeDuration = 1f;
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[SerializeField] AnimationCurve cameraShakeCurve;
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void cameraShake() {
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Collider[] colliders = Physics.OverlapSphere(transform.position, cameraShakeRadius);
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foreach (Collider nearbyObject in colliders) {
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if (nearbyObject.GetComponent<Player>() && nearbyObject.GetType() != typeof(UnityEngine.CharacterController)) {
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// Start coroutine that shakes the camera
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StartCoroutine(shaking(nearbyObject));
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}
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}
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}
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IEnumerator shaking(Collider obj) {
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float elapsedTime = 0f;
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while (elapsedTime < cameraShakeDuration) {
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elapsedTime += Time.deltaTime;
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float strength = cameraShakeCurve.Evaluate(elapsedTime / cameraShakeDuration);
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objectToMove.transform.localPosition = objectToMove.transform.localPosition + Random.insideUnitSphere * strength;
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yield return new WaitForSeconds(Time.deltaTime);
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}
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yield return null;
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}
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}
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11
Assets/CameraShake.cs.meta
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11
Assets/CameraShake.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: aee84ae112d831740ac546181a8c23e4
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -374,6 +374,7 @@ GameObject:
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- component: {fileID: 8357986889675898169}
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- component: {fileID: 701870116503968957}
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- component: {fileID: 7564572533756368624}
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- component: {fileID: 6541612578984644575}
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m_Layer: 0
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m_Name: Player
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m_TagString: Player
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@@ -525,6 +526,33 @@ MonoBehaviour:
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AimPoint: {fileID: 2992488853448454767}
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HoldPoint: {fileID: 8043317747957554736}
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isAiming: 0
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cameraShakeActive: 1
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objectToMove: {fileID: 6272346181657429395}
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cameraShakeDuration: 1
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cameraShakeCurve:
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serializedVersion: 2
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m_Curve:
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- serializedVersion: 3
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time: -0.4614612
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value: 0.028004631
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inSlope: -0.015037956
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tangentMode: 0
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weightedMode: 0
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inWeight: 0
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outWeight: 0.28070113
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time: 1.4633081
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value: -0.037871435
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inSlope: -0.011502813
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outSlope: -0.011502813
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tangentMode: 0
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weightedMode: 0
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inWeight: 0.23245634
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outWeight: 0
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m_PreInfinity: 2
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m_PostInfinity: 2
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m_RotationOrder: 4
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rotationMod:
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- {x: 0, y: 0, z: 0, w: 0}
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- {x: 0, y: 0, z: 0, w: 0}
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@@ -572,8 +600,6 @@ MonoBehaviour:
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username:
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usernameTextObj: {fileID: 0}
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health: 0
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playerNeck: {fileID: 7061967201775281134}
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playerCamera: {fileID: 6272346181657429395}
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--- !u!114 &1258077278480047560
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@@ -788,6 +814,55 @@ MonoBehaviour:
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syncInterval: 0.1
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clientAuthority: 1
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animator: {fileID: 1978909962}
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--- !u!114 &6541612578984644575
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 6272346181302961293}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: aee84ae112d831740ac546181a8c23e4, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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cameraShakeActive: 1
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objectToMove: {fileID: 6272346181657429395}
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cameraShakeRadius: 200
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cameraShakeDuration: 0.3
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cameraShakeCurve:
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serializedVersion: 2
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m_Curve:
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- serializedVersion: 3
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time: 0
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value: 0
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inSlope: 0
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outSlope: 0
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tangentMode: 0
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weightedMode: 0
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inWeight: 0
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outWeight: 0
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- serializedVersion: 3
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time: 0.027669588
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value: 0.016447358
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inSlope: -0.015340646
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outSlope: -0.015340646
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tangentMode: 0
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weightedMode: 0
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inWeight: 0.33333334
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outWeight: 0.2301668
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- serializedVersion: 3
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time: 0.6248613
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value: 0.0023211986
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inSlope: 0
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outSlope: 0
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tangentMode: 0
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weightedMode: 0
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inWeight: 0
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outWeight: 0
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m_PreInfinity: 2
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m_PostInfinity: 2
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m_RotationOrder: 4
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--- !u!1 &6272346181657429393
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GameObject:
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m_ObjectHideFlags: 0
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@@ -1016,8 +1091,8 @@ Transform:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 7061967201775281134}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 1.66, z: 0}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 0, y: 1.6599998, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children:
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@@ -5590,7 +5590,7 @@ PrefabInstance:
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objectReference: {fileID: 0}
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- target: {fileID: 732033708985862910, guid: bd217f9f85ce78e46a925776562625e8, type: 3}
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propertyPath: m_LocalPosition.y
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value: 1.347
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value: 1.44
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objectReference: {fileID: 0}
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- target: {fileID: 732033708985862910, guid: bd217f9f85ce78e46a925776562625e8, type: 3}
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propertyPath: m_LocalPosition.z
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@@ -5718,11 +5718,11 @@ PrefabInstance:
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objectReference: {fileID: 0}
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propertyPath: cameraShakeCurve.m_Curve.Array.data[1].time
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value: 0.47748455
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objectReference: {fileID: 0}
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- target: {fileID: 9082234699677627348, guid: bd217f9f85ce78e46a925776562625e8, type: 3}
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propertyPath: cameraShakeCurve.m_Curve.Array.data[2].time
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value: 3.651196
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value: 3.7575498
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objectReference: {fileID: 0}
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- target: {fileID: 9082234699677627348, guid: bd217f9f85ce78e46a925776562625e8, type: 3}
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propertyPath: cameraShakeCurve.m_Curve.Array.data[0].value
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@@ -5730,15 +5730,15 @@ PrefabInstance:
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objectReference: {fileID: 0}
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- target: {fileID: 9082234699677627348, guid: bd217f9f85ce78e46a925776562625e8, type: 3}
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propertyPath: cameraShakeCurve.m_Curve.Array.data[1].value
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value: 3.9823725
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value: 2.779751
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objectReference: {fileID: 0}
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- target: {fileID: 9082234699677627348, guid: bd217f9f85ce78e46a925776562625e8, type: 3}
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propertyPath: cameraShakeCurve.m_Curve.Array.data[2].value
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value: 1.3784328
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value: 0.2894435
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objectReference: {fileID: 0}
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- target: {fileID: 9082234699677627348, guid: bd217f9f85ce78e46a925776562625e8, type: 3}
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propertyPath: cameraShakeCurve.m_Curve.Array.data[0].inSlope
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value: 8.401682
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value: 3.9536607
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objectReference: {fileID: 0}
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- target: {fileID: 9082234699677627348, guid: bd217f9f85ce78e46a925776562625e8, type: 3}
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propertyPath: cameraShakeCurve.m_Curve.Array.data[1].inSlope
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@@ -5746,7 +5746,7 @@ PrefabInstance:
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objectReference: {fileID: 0}
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- target: {fileID: 9082234699677627348, guid: bd217f9f85ce78e46a925776562625e8, type: 3}
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propertyPath: cameraShakeCurve.m_Curve.Array.data[2].inSlope
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objectReference: {fileID: 0}
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propertyPath: cameraShakeCurve.m_Curve.Array.data[0].inWeight
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@@ -5754,7 +5754,7 @@ PrefabInstance:
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objectReference: {fileID: 0}
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propertyPath: cameraShakeCurve.m_Curve.Array.data[0].outSlope
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value: 8.401682
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value: 3.9536607
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objectReference: {fileID: 0}
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propertyPath: cameraShakeCurve.m_Curve.Array.data[1].inWeight
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@@ -5770,7 +5770,7 @@ PrefabInstance:
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objectReference: {fileID: 0}
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propertyPath: cameraShakeCurve.m_Curve.Array.data[2].outSlope
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objectReference: {fileID: 0}
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propertyPath: cameraShakeCurve.m_Curve.Array.data[0].outWeight
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@@ -24,10 +24,6 @@ public class Player : NetworkBehaviour
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private int kills;
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private int deaths;
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[SerializeField] GameObject playerNeck;
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[SerializeField] Camera playerCamera;
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public GameObject PlayerNeck { get => playerNeck; set => playerNeck = value; }
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public Camera PlayerCamera { get => playerCamera; }
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private void Start()
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{
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@@ -101,12 +101,41 @@ public class ProcedualAnimationController : NetworkBehaviour
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[SerializeField] GameObject HoldPoint;
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public bool isAiming = false;
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[Header("Camera Shake Info")]
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[SerializeField] bool cameraShakeActive = true;
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[SerializeField] Camera objectToMove;
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[SerializeField] float cameraShakeDuration = 1f;
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[SerializeField] AnimationCurve cameraShakeCurve;
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Vector3[] positionMod = new Vector3[4];
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public Quaternion[] rotationMod = new Quaternion[4];
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public Transform GunRightHandREF { get => gunRightHandREF; set => gunRightHandREF = value; }
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public Transform GunLeftHandREF { get => gunLeftHandREF; set => gunLeftHandREF = value; }
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public void cameraShake() {
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// If camera shake is not disabled
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if (cameraShakeActive) {
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// Start coroutine that shakes the camera
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StartCoroutine(shaking());
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}
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}
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private IEnumerator shaking() {
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float elapsedTime = 0f;
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while (elapsedTime < cameraShakeDuration) {
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// Time increment
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elapsedTime += Time.deltaTime;
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// Getting strength value from curve at current time
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float strength = cameraShakeCurve.Evaluate(elapsedTime / cameraShakeDuration);
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// Move object
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objectToMove.transform.localPosition = objectToMove.transform.localPosition + Random.insideUnitSphere * strength;
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// Wait
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yield return new WaitForSeconds(Time.deltaTime);
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}
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yield return null;
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}
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public void walkAnimation()
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{
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playerAnimator.SetFloat("x", playerController.localVelocity.x / playerController.currentMaxSpeed);
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@@ -13,24 +13,16 @@ public class Grenade : MonoBehaviour
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[Tooltip("After how many seconds the explosion Gameobject gets deleted!")]
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[SerializeField] float lengthOfExplosion = 1;
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private float countdown;
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[Header("Camera Shake Info")] // NOT WOKRING BECAUSE THE CAMERA IS FIXED IN PLACE
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[SerializeField] bool cameraShakeActive = true;
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[SerializeField] float cameraShakeRadius = 6f;
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[SerializeField] float cameraShakeDuration = 1f;
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[SerializeField] AnimationCurve cameraShakeCurve;
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[Header("Explosion GameObject")]
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[SerializeField] float cameraShakeRadius = 6f;
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[SerializeField] GameObject explodeParticle;
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[Header("Scripts")]
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[SerializeField] Weapon weapon;
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[Header("Debug")]
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[SerializeField] bool showExplosion = true;
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// To change it from other scripts
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public bool CameraShakeActive { get => cameraShakeActive; set => cameraShakeActive = value; }
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void Start() {
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countdown = timer;
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}
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@@ -57,11 +49,7 @@ public class Grenade : MonoBehaviour
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// Destroys explosion particle after on second
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Destroy(spawnedExplosion, lengthOfExplosion);
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}
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if (cameraShakeActive) {
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// Coroutine for camera shake to nearby Players
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StartCoroutine(cameraShake());
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}
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StartCoroutine(cameraShake());
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// Coroutine for adding explosion force to nearby objects
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StartCoroutine(addExplosionForce());
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@@ -70,30 +58,20 @@ public class Grenade : MonoBehaviour
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}
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IEnumerator cameraShake() {
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// Gets all collider that are in a sphere around the grenade
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Collider[] colliders = Physics.OverlapSphere(transform.position, cameraShakeRadius);
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foreach(Collider nearbyObject in colliders){
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// Iterate over all colliders found in radius
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foreach (Collider nearbyObject in colliders) {
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// Check if nearby object is a Player and if Collider is not a CharacterController (can be changed to CapsuleCollider)
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if (nearbyObject.GetComponent<Player>() && nearbyObject.GetType() != typeof(UnityEngine.CharacterController)) {
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// Start coroutine that shakes the camera
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StartCoroutine(shaking(nearbyObject));
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// Starts camera shake on player
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float distance = Vector3.Distance(transform.position, nearbyObject.transform.position);
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nearbyObject.GetComponent<ProcedualAnimationController>().cameraShake();
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}
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}
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yield return null;
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}
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IEnumerator shaking(Collider obj) {
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// Getting neck from player
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GameObject neck = obj.GetComponent<Player>().PlayerNeck;
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Vector3 startPos = neck.transform.position;
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float elapsedTime = 0f;
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while(elapsedTime < cameraShakeDuration) {
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elapsedTime += Time.deltaTime;
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float strength = cameraShakeCurve.Evaluate(elapsedTime / cameraShakeDuration);
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neck.transform.position = startPos + Random.insideUnitSphere * strength;
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}
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neck.transform.position = startPos;
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yield return null;
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}
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IEnumerator addExplosionForce() {
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// Gets all collider that are in a sphere around the grenade
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Collider[] colliders = Physics.OverlapSphere(transform.position, grenadeRadius);
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Reference in New Issue
Block a user