|
class KuruShake |
|
{ |
|
const float RANDOM_RANGE_POINT = 1; |
|
const float RANDOM_RANGE_DEVIATION = 0.50; |
|
const float SHAKE_DURATION_PHASE1 = 0.01; |
|
const float SHAKE_STRENGTH_MIN = 1; |
|
const float SHAKE_STRENGTH_MAX = 5; |
|
|
|
PlayerBase m_Player; |
|
float m_Time; |
|
float m_Time2; |
|
float m_RelativeTime; |
|
float m_RelativeTime2; |
|
float m_ShakeStrength; |
|
|
|
|
|
ref array<vector> m_Curve = new array<vector>; |
|
|
|
void KuruShake(PlayerBase player, float amount) |
|
{ |
|
|
|
vector pos1; |
|
int seed = Math.Randomize(player.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSGeneric,0,10000)); |
|
Math.RandomFloat(-RANDOM_RANGE_POINT,RANDOM_RANGE_POINT); |
|
m_ShakeStrength = Math.Lerp(SHAKE_STRENGTH_MIN, SHAKE_STRENGTH_MAX, amount); |
|
pos1[0] = Math.RandomFloat(-RANDOM_RANGE_POINT,RANDOM_RANGE_POINT); |
|
pos1[1] = Math.RandomFloat(-RANDOM_RANGE_POINT,RANDOM_RANGE_POINT); |
|
pos1.Normalize(); |
|
pos1 = pos1 * m_ShakeStrength; |
|
|
|
vector pos2; |
|
pos2[0] = pos1[0] + Math.RandomFloat(-RANDOM_RANGE_DEVIATION,RANDOM_RANGE_DEVIATION) + pos1[0]; |
|
pos2[1] = pos1[1] + Math.RandomFloat(-RANDOM_RANGE_DEVIATION,RANDOM_RANGE_DEVIATION) + pos1[1]; |
|
m_Curve.Insert("0 0 0"); |
|
m_Curve.Insert(pos1); |
|
m_Curve.Insert(pos2); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
} |
|
|
|
void Update(float delta_time, out float pos_x, out float pos_y ) |
|
{ |
|
if(m_RelativeTime < 0.99) |
|
{ |
|
m_Time += delta_time; |
|
m_RelativeTime = Math.InverseLerp(0, SHAKE_DURATION_PHASE1, m_Time); |
|
|
|
m_RelativeTime = Easing.EaseInQuint(m_RelativeTime); |
|
vector pos = Math3D.Curve(ECurveType.CatmullRom, m_RelativeTime, m_Curve); |
|
pos_x = pos[0]; |
|
pos_y = pos[1]; |
|
} |
|
else |
|
{ |
|
m_Time2 += delta_time * 1; |
|
m_RelativeTime2 = 1 - m_Time2; |
|
m_RelativeTime2 = Easing.EaseInQuint(m_RelativeTime2); |
|
vector pos2 = Math3D.Curve(ECurveType.CatmullRom, m_RelativeTime2, m_Curve); |
|
pos_x = pos2[0]; |
|
pos_y = pos2[1]; |
|
} |
|
|
|
if(m_Time2 >= 0.99) |
|
{ |
|
delete this; |
|
} |
|
} |
|
|
|
|
|
|
|
} |