unity 中lua实现震屏
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--[[
shake_power 震动强度
frequency 震动频率
shake_time 震动时间
start_shake_time 开始往前拉伸镜头时间
recovery_time 摄像机恢复时间
stretch_length 摄像机每次前后拉伸长度
shake_angle 震动角度
]]
function startShake( self, shake_power, frequency, shake_time,start_shake_time,recovery_time,stretch_length,shake_angle)
local T = 1 / frequency
if shake_angle == 0 then
shake_angle = math.random(0, 360)
self._phaseX = math.random(0, 1)*T
self._phaseY = math.random(0, 1)*T
self._phaseZ = math.random(0, 1)*T
else
self._phaseX = T
self._phaseY = T
self._phaseZ = T
end
if CameraUtils.curCameraType == GameCameraType.Camera_3D then
local amount = _hShake*shake_power + _vShake*shake_power
self._shakeAmount = Quaternion.AngleAxis(shake_angle, Vector3.up) * amount
else
local amount = _h2DShake*shake_power
self._shakeAmount = Quaternion.AngleAxis(shake_angle, Vector3.forward) * amount
end
if recovery_time == nil or recovery_time > shake_time then
recovery_time = shake_time
end
if start_shake_time == nil or start_shake_time > recovery_time then
start_shake_time = recovery_time
end
if stretch_length == nil or stretch_length == 0 then
stretch_length = 0.2
end
local camera = CameraUtils.GetCurCamera()
if self.fieldOfViewBool then
self.fieldOfViewBool = false
self.fieldOfView = camera.fieldOfView
end
camera.fieldOfView = self.fieldOfView
if self._shakeTimer == 0 then
self.oldCameraPos = camera.transform.position
else
camera.transform.position = self.oldCameraPos
end
self._shakeTime = shake_time
self._shakeTimer = shake_time
self._shakeFrequency = frequency
self.start_shake_time = start_shake_time
self._recovery_time = recovery_time
self._stretch_length = stretch_length
self._isInShake = true
end
function endShake( self )
self._isInShake = false
self._shakeTimer = 0
self._recovery_time = 0
self.start_shake_time = 0
self._shakeOffset = Vector3.zero
self._stretch_length = 0
local camera = CameraUtils.GetCurCamera()
if self.fieldOfView then
camera.fieldOfView = self.fieldOfView
end
if self.oldCameraPos ~= nil then
camera.transform.position = self.oldCameraPos
end
end
local function triFun( t, a, T )
local tt = t - math.floor(t / T) * T
return 2 * a * math.abs(1 - 2 / T * tt) - a
end
local function UpdateShake( self, elapsedTime )
if self._isInShake == false then return end
local falloff = self._shakeTimer / self._shakeTime
self._shakeTimer = self._shakeTimer - elapsedTime
self._recovery_time = self._recovery_time - elapsedTime
self.start_shake_time = self.start_shake_time - elapsedTime
if self._shakeTimer > 0 then
local amountX = self._shakeAmount.x * falloff
local amountY = self._shakeAmount.y * falloff
local amountZ = self._shakeAmount.z * falloff
local time = self._shakeTimer
local shtX = time + self._phaseX
local shtY = time + self._phaseY
local shtZ = time + self._phaseZ
local T = 1 / self._shakeFrequency
local am = self._shakeAmount.magnitude * falloff * 0.5
local camera = CameraUtils.GetCurCamera()
self._shakeOffset = Vector3(triFun(shtX, amountX, T), triFun(shtY, amountY, T), triFun(shtZ, amountZ, T)) + camera.gameObject.transform.forward * triFun(time, am, T)
local auto_gen_vector3 = camera.gameObject.transform.position + self._shakeOffset
GameObjectHelper.position( camera.gameObject, auto_gen_vector3.x, auto_gen_vector3.y, auto_gen_vector3.z)
if self._recovery_time < 0 and self._recovery_time + elapsedTime >= 0 then
camera.fieldOfView = self.fieldOfView
else if self.start_shake_time <= 0 and self._recovery_time >= 0 and camera.fieldOfView >= 12 then
camera.fieldOfView = camera.fieldOfView - self._stretch_length
end
end
else
self:endShake()
end
end
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