最后用缓和来回摇动一个物体?

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?

Pro*_*mer 7

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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