由于游戏死亡时一般都需要屏幕抖一下下。
所以百度了下相关写法,发现方法很多~~~
找来找去,找到个简单粗暴地,啥都不需要,一个脚本拖动到Camera上就可以了
略微修改了一点点,share一下
using UnityEngine; using System.Collections; public class ShakeCamera : MonoBehaviour { // 震动标志位 private bool isshakeCamera = false; // 震动幅度 public float shakeLevel = 3f; // 震动时间 public float setShakeTime = 0.2f; // 震动的FPS public float shakeFps = 45f; private float fps; private float shakeTime = 0.0f; private float frameTime = 0.0f; private float shakeDelta = 0.005f; private Camera selfCamera; void Awake() { selfCamera = GetComponent<Camera>(); } // Use this for initialization void Start() { shakeTime = setShakeTime; fps = shakeFps; frameTime = 0.03f; shakeDelta = 0.005f; } // Update is called once per frame void Update() { if (isshakeCamera) { if (shakeTime > 0) { shakeTime -= Time.deltaTime; if (shakeTime <= 0) { selfCamera.rect = new Rect(0.0f, 0.0f, 1.0f, 1.0f); isshakeCamera = false; shakeTime = setShakeTime; fps = shakeFps; frameTime = 0.03f; shakeDelta = 0.005f; } else { frameTime += Time.deltaTime; if (frameTime > 1.0 / fps) { frameTime = 0; selfCamera.rect = new Rect(shakeDelta * (-1.0f + shakeLevel * Random.value), shakeDelta * (-1.0f + shakeLevel * Random.value), 1.0f, 1.0f); } } } } } public void shake() { isshakeCamera = true; } }
代码超级简单,就不写注释了... 三个public参数可以在unity界面配置需要调试的话可以吧第一个参数的访问类型设置为public