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#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<Rigidbody>().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<Rigidbody>().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