Created
April 5, 2023 13:01
-
-
Save barleymalt/e2638b490f634fb1567bf4b5a2e6c2fd to your computer and use it in GitHub Desktop.
A simple CameraShake for Unity
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System; | |
using System.Collections; | |
using UnityEngine; | |
using Random = UnityEngine.Random; | |
namespace Utils | |
{ | |
public class CameraShake : MonoBehaviour | |
{ | |
[Serializable] | |
public class ShakeOptions | |
{ | |
public float Duration = .3f; | |
public float MovementStrength = .3f; | |
public AnimationCurve MovementEase = AnimationCurve.EaseInOut(0, 1, 1, 0); | |
public float FOVStrength = 3; | |
public AnimationCurve FOVEase = AnimationCurve.EaseInOut(0, 1, 1, 0); | |
} | |
[SerializeField] private Camera cam; | |
[SerializeField] private ShakeOptions defaultSettings; | |
private Vector3 originalPos; | |
private float originalFOV; | |
private Transform camT => cam.transform; | |
private void Awake() | |
{ | |
if (cam == null) | |
{ | |
cam = GetComponent<Camera>(); | |
} | |
} | |
private void OnDisable() | |
{ | |
if (shakeCo == null) | |
return; | |
StopCoroutine(shakeCo); | |
ResetNStates(); | |
} | |
/// <summary> | |
/// Shake your booty! | |
/// </summary> | |
/// <param name="overrideDefaultOptions">Override default options</param> | |
public void Shake(ShakeOptions overrideDefaultOptions = null) | |
{ | |
overrideDefaultOptions ??= defaultSettings; | |
shakeCo ??= StartCoroutine(C_Shake(overrideDefaultOptions)); | |
} | |
private Coroutine shakeCo; | |
private IEnumerator C_Shake(ShakeOptions options) | |
{ | |
originalPos = camT.localPosition; | |
originalFOV = cam.fieldOfView; | |
float elapsed = 0; | |
while (elapsed < options.Duration) | |
{ | |
elapsed += Time.deltaTime; | |
var t = elapsed / options.Duration; | |
var moveOffset = options.MovementStrength * options.MovementEase.Evaluate(t); | |
var fovOffset = options.FOVStrength * options.FOVEase.Evaluate(t); | |
camT.localPosition = originalPos + Random.insideUnitSphere * moveOffset; | |
cam.fieldOfView = originalFOV + Random.Range(0f, 1f) * fovOffset; | |
yield return null; | |
} | |
ResetNStates(); | |
} | |
private void ResetNStates() | |
{ | |
cam.fieldOfView = originalFOV; | |
camT.localPosition = originalPos; | |
shakeCo = null; | |
} | |
#if UNITY_EDITOR | |
[Header("Debug")] | |
[SerializeField] private bool playDefaultShake; | |
private void Update() | |
{ | |
if (playDefaultShake) | |
{ | |
GetComponent<CameraShake>().Shake(); | |
playDefaultShake = false; | |
} | |
} | |
#endif | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment