public class CameraShake : MonoBehaviour {
// 抖动目标的transform(若未添加引用,怎默认为当前物体的transform)
public Transform camTransform;
//持续抖动的时长
public float shake = 0f;
// 抖动幅度(振幅)
//振幅越大抖动越厉害
public float shakeAmount = 0.7f;
public float decreaseFactor = 1.0f;
Vector3 originalPos;
void Awake()
{
if (camTransform == null)
{
camTransform = GetComponent(typeof(Transform)) as Transform;
}
}
void OnEnable()
{
originalPos = camTransform.localPosition;
}
void Update()
{
if (shake > 0)
{
camTransform.localPosition = originalPos + Random.insideUnitSphere * shakeAmount;
shake -= Time.deltaTime * decreaseFactor;
}
else
{
shake = 0f;
camTransform.localPosition = originalPos;
}
}
}