GMR*_*516 3 c# unity-game-engine
我几乎想要一个刺耳的动画,这样它会快速地来回摇晃一秒钟,然后放慢速度,慢慢回到正常位置.只有持续摇晃有很多答案,但我怎么能减少震动呢?我Lerp真的会禁食,还是使用PingPong速度慢的功能?
你可以简单地通过获取原始位置然后在协程函数中摇动GameObject,YourObjTransform.position = defaultPos + UnityEngine.Random.insideUnitSphere * shakeAmount;在一段时间内执行一段时间.摇动GameObject后,将值重置回其默认位置.
至于减少震动,你可以shakeAmount += Time.deltaTime;在while循环中进行.这将降低while循环中的摇动速度.
以下函数是上述语句的完整示例.它需要三个参数,GameObject可以动摇,动摇GameObject的时间以及开始减少震动的时间.
例如,如果你传递myGameOBject,5f,3f的功能,它会动摇myGameOBject的总时间5秒.当摇动myGameOBject和计数器到达时3,它将开始降低shakeAmount摇动的速度()直到计时器到达5.
true如果要抖动的游戏对象是a SpriteRender轴使得z轴不会移动并且在摇动时它将仅在Z轴上旋转,则传递到最后一个参数.
public GameObject GameObjectToShake;
bool shaking = false;
IEnumerator shakeGameObjectCOR(GameObject objectToShake, float totalShakeDuration, float decreasePoint, bool objectIs2D = false)
{
if (decreasePoint >= totalShakeDuration)
{
Debug.LogError("decreasePoint must be less than totalShakeDuration...Exiting");
yield break; //Exit!
}
//Get Original Pos and rot
Transform objTransform = objectToShake.transform;
Vector3 defaultPos = objTransform.position;
Quaternion defaultRot = objTransform.rotation;
float counter = 0f;
//Shake Speed
const float speed = 0.1f;
//Angle Rotation(Optional)
const float angleRot = 4;
//Do the actual shaking
while (counter < totalShakeDuration)
{
counter += Time.deltaTime;
float decreaseSpeed = speed;
float decreaseAngle = angleRot;
//Shake GameObject
if (objectIs2D)
{
//Don't Translate the Z Axis if 2D Object
Vector3 tempPos = defaultPos + UnityEngine.Random.insideUnitSphere * decreaseSpeed;
tempPos.z = defaultPos.z;
objTransform.position = tempPos;
//Only Rotate the Z axis if 2D
objTransform.rotation = defaultRot * Quaternion.AngleAxis(UnityEngine.Random.Range(-angleRot, angleRot), new Vector3(0f, 0f, 1f));
}
else
{
objTransform.position = defaultPos + UnityEngine.Random.insideUnitSphere * decreaseSpeed;
objTransform.rotation = defaultRot * Quaternion.AngleAxis(UnityEngine.Random.Range(-angleRot, angleRot), new Vector3(1f, 1f, 1f));
}
yield return null;
//Check if we have reached the decreasePoint then start decreasing decreaseSpeed value
if (counter >= decreasePoint)
{
Debug.Log("Decreasing shake");
//Reset counter to 0
counter = 0f;
while (counter <= decreasePoint)
{
counter += Time.deltaTime;
decreaseSpeed = Mathf.Lerp(speed, 0, counter / decreasePoint);
decreaseAngle = Mathf.Lerp(angleRot, 0, counter / decreasePoint);
Debug.Log("Decrease Value: " + decreaseSpeed);
//Shake GameObject
if (objectIs2D)
{
//Don't Translate the Z Axis if 2D Object
Vector3 tempPos = defaultPos + UnityEngine.Random.insideUnitSphere * decreaseSpeed;
tempPos.z = defaultPos.z;
objTransform.position = tempPos;
//Only Rotate the Z axis if 2D
objTransform.rotation = defaultRot * Quaternion.AngleAxis(UnityEngine.Random.Range(-decreaseAngle, decreaseAngle), new Vector3(0f, 0f, 1f));
}
else
{
objTransform.position = defaultPos + UnityEngine.Random.insideUnitSphere * decreaseSpeed;
objTransform.rotation = defaultRot * Quaternion.AngleAxis(UnityEngine.Random.Range(-decreaseAngle, decreaseAngle), new Vector3(1f, 1f, 1f));
}
yield return null;
}
//Break from the outer loop
break;
}
}
objTransform.position = defaultPos; //Reset to original postion
objTransform.rotation = defaultRot;//Reset to original rotation
shaking = false; //So that we can call this function next time
Debug.Log("Done!");
}
void shakeGameObject(GameObject objectToShake, float shakeDuration, float decreasePoint, bool objectIs2D = false)
{
if (shaking)
{
return;
}
shaking = true;
StartCoroutine(shakeGameObjectCOR(objectToShake, shakeDuration, decreasePoint, objectIs2D));
}
void Start()
{
shakeGameObject(GameObjectToShake, 5, 3f, false);
}
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