由于游戏死亡时一般都需要屏幕抖一下下。
所以百度了下相关写法,发现方法很多~~~
找来找去,找到个简单粗暴地,啥都不需要,一个脚本拖动到Camera上就可以了
略微修改了一点点,share一下
using UnityEngine;
using System.Collections;
public class ShakeCamera : MonoBehaviour
{
// 震动标志位
private bool isshakeCamera = false;
// 震动幅度
public float shakeLevel = 3f;
// 震动时间
public float setShakeTime = 0.2f;
// 震动的FPS
public float shakeFps = 45f;
private float fps;
private float shakeTime = 0.0f;
private float frameTime = 0.0f;
private float shakeDelta = 0.005f;
private Camera selfCamera;
private Rect changeRect;
void Awake()
{
selfCamera = GetComponent<Camera>();
changeRect = new Rect(0.0f, 0.0f, 1.0f, 1.0f);
}
// Use this for initialization
void Start()
{
shakeTime = setShakeTime;
fps = shakeFps;
frameTime = 0.03f;
shakeDelta = 0.005f;
}
// Update is called once per frame
void Update()
{
if (isshakeCamera)
{
if (shakeTime > 0)
{
shakeTime -= Time.deltaTime;
if (shakeTime <= 0)
{
changeRect.xMin = 0.0f;
changeRect.yMin = 0.0f;
selfCamera.rect = changeRect;
isshakeCamera = false;
shakeTime = setShakeTime;
fps = shakeFps;
frameTime = 0.03f;
shakeDelta = 0.005f;
}
else
{
frameTime += Time.deltaTime;
if (frameTime > 1.0 / fps)
{
frameTime = 0;
changeRect.xMin = shakeDelta * (-1.0f + shakeLevel * Random.value);
changeRect.yMin = shakeDelta * (-1.0f + shakeLevel * Random.value);
selfCamera.rect = changeRect;
}
}
}
}
}
public void shake()
{
isshakeCamera = true;
}
}
代码超级简单,就不写注释了... 三个public参数可以在unity界面配置
需要调试的话可以吧第一个参数的访问类型设置为public