#if !UNITY_FLASH using UnityEngine; using System.Collections; using DentedPixel; public class GeneralCameraShake : MonoBehaviour { private GameObject avatarBig; private float jumpIter = 9.5f; private AudioClip boomAudioClip; // Use this for initialization void Start () { avatarBig = GameObject.Find("AvatarBig"); AnimationCurve volumeCurve = new AnimationCurve( new Keyframe(8.130963E-06f, 0.06526042f, 0f, -1f), new Keyframe(0.0007692695f, 2.449077f, 9.078861f, 9.078861f), new Keyframe(0.01541314f, 0.9343268f, -40f, -40f), new Keyframe(0.05169491f, 0.03835937f, -0.08621139f, -0.08621139f)); AnimationCurve frequencyCurve = new AnimationCurve( new Keyframe(0f, 0.003005181f, 0f, 0f), new Keyframe(0.01507768f, 0.002227979f, 0f, 0f)); boomAudioClip = LeanAudio.createAudio(volumeCurve, frequencyCurve, LeanAudio.options().setVibrato( new Vector3[]{ new Vector3(0.1f,0f,0f)} )); bigGuyJump(); } void bigGuyJump(){ float height = Mathf.PerlinNoise(jumpIter, 0f)*10f; height = height*height * 0.3f; // Debug.Log("height:"+height+" jumpIter:"+jumpIter); LeanTween.moveY(avatarBig, height, 1f).setEase(LeanTweenType.easeInOutQuad).setOnComplete( ()=>{ LeanTween.moveY(avatarBig, 0f, 0.27f).setEase(LeanTweenType.easeInQuad).setOnComplete( ()=>{ LeanTween.cancel(gameObject); /************** * Camera Shake **************/ float shakeAmt = height*0.2f; // the degrees to shake the camera float shakePeriodTime = 0.42f; // The period of each shake float dropOffTime = 1.6f; // How long it takes the shaking to settle down to nothing LTDescr shakeTween = LeanTween.rotateAroundLocal( gameObject, Vector3.right, shakeAmt, shakePeriodTime) .setEase( LeanTweenType.easeShake ) // this is a special ease that is good for shaking .setLoopClamp() .setRepeat(-1); // Slow the camera shake down to zero LeanTween.value(gameObject, shakeAmt, 0f, dropOffTime).setOnUpdate( (float val)=>{ shakeTween.setTo(Vector3.right*val); } ).setEase(LeanTweenType.easeOutQuad); /******************** * Shake scene objects ********************/ // Make the boxes jump from the big stomping GameObject[] boxes = GameObject.FindGameObjectsWithTag("Respawn"); // I just arbitrarily tagged the boxes with this since it was available in the scene foreach (GameObject box in boxes) { box.GetComponent().AddForce(Vector3.up * 100 * height); } // Make the lamps spin from the big stomping GameObject[] lamps = GameObject.FindGameObjectsWithTag("GameController"); // I just arbitrarily tagged the lamps with this since it was available in the scene foreach (GameObject lamp in lamps) { float z = lamp.transform.eulerAngles.z; z = z > 0.0f && z < 180f ? 1 : -1; // push the lamps in whatever direction they are currently swinging lamp.GetComponent().AddForce(new Vector3(z, 0f, 0f ) * 15 * height); } // Play BOOM! LeanAudio.play(boomAudioClip, transform.position, height*0.2f); // Like this sound? : http://leanaudioplay.dentedpixel.com/?d=a:fvb:8,0,0.003005181,0,0,0.01507768,0.002227979,0,0,8~8,8.130963E-06,0.06526042,0,-1,0.0007692695,2.449077,9.078861,9.078861,0.01541314,0.9343268,-40,-40,0.05169491,0.03835937,-0.08621139,-0.08621139,8~0.1,0,0,~44100 // Have the jump happen again 2 seconds from now LeanTween.delayedCall(2f, bigGuyJump); }); }); jumpIter += 5.2f; } } #endif