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CameraShake.cs
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CameraShake.cs
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using UnityEngine;
using System.Collections;
/*
* Usage: attach this script to a camera or any other object, call Shake() method to start shaking it
* To turn off, change influence to zero
* Attach the camera to an empty game object to keep its local position and rotation
*/
public class CameraShake : MonoBehaviour
{
#region members
[Range(0f, 1f), Tooltip("How much this camera will be influenced by shaking, 0 turns it off")]
public float shakeInfluence = 0.5f;
[Range(0f, 10f), Tooltip("How much rotation will be influenced by shaking, 0 turns it off")]
public float rotationInfluence = 0f;
[Range(1f, 2f), Tooltip("Will clamp any shaking to this value")]
public float maxShakeMagnitude = 1f;
private Vector3 OriginalPos;
private Quaternion OriginalRot;
private bool isShakeRunning = false;
#endregion
/// <summary>
/// Will shake the camera with intensity for duration
/// </summary>
/// <param name="minIntensity"></param>
/// <param name="maxIntensity"></param>
/// <param name="duration"></param>
public void Shake(float intensity, float duration)
{
if (isShakeRunning)
return;
SaveOriginalValues();
float shake = intensity * shakeInfluence;
duration *= shakeInfluence;
StartCoroutine(ProcessShake(shake, duration));
}
/// <summary>
/// Will shake the camera with a random value between minIntensity and maxIntensity for duration
/// </summary>
/// <param name="minIntensity"></param>
/// <param name="maxIntensity"></param>
/// <param name="duration"></param>
public void Shake(float minIntensity, float maxIntensity, float duration)
{
if (isShakeRunning)
return;
SaveOriginalValues();
float shake = Random.Range(minIntensity, maxIntensity) * shakeInfluence;
duration *= shakeInfluence;
StartCoroutine(ProcessShake(shake, duration));
}
void SaveOriginalValues()
{
OriginalPos = transform.position;
OriginalRot = transform.rotation;
}
IEnumerator ProcessShake(float shake, float duration)
{
isShakeRunning = true;
float countdown = duration;
float initialShake = Mathf.Clamp(shake, 0f, maxShakeMagnitude);
while (countdown > 0)
{
countdown -= Time.deltaTime;
float lerpIntensity = countdown / duration;
shake = Mathf.Lerp(0f, initialShake, lerpIntensity);
transform.position = OriginalPos + Random.insideUnitSphere * shake;
transform.rotation = Quaternion.Euler(OriginalRot.eulerAngles + Random.insideUnitSphere * shake * rotationInfluence);
yield return null;
}
FinalizeShake();
}
void FinalizeShake()
{
transform.position = OriginalPos;
transform.rotation = OriginalRot;
isShakeRunning = false;
}
}