这篇文章主要为大家详细介绍了unity3D实现摄像机抖动特效,文中示例代码介绍的非常详细,具有一定的参考价值,感兴趣的小伙伴们可以参考一下
本文实例为大家分享了unity3D实现摄像机抖动的具体代码,供大家参考,具体内容如下
摄像机抖动特效 在需要的地方调用CameraShake.Shake()方法就可以
public class CameraShake : MonoBehaviour
{
///
/// The cameras to shake.
///
public List cameras = new List();
///
/// The maximum number of shakes to perform.
///
public int numberOfShakes = 2;
///
/// The amount to shake in each direction.
///
public Vector3 shakeAmount = Vector3.one;
///
/// The amount to rotate in each direction.
///
public Vector3 rotationAmount = Vector3.one;
///
/// The initial distance for the first shake.
///
public float distance = 00.10f;
///
/// The speed multiplier for the shake.
///
public float speed = 50.00f;
///
/// The decay speed (between 0 and 1). Higher values will stop shaking sooner.
///
public float decay = 00.20f;
///
/// The modifier applied to speed in order to shake the GUI.
///
public float guiShakeModifier = 01.00f;
///
/// If true, multiplies the final shake speed by the time scale.
///
public bool multiplyByTimeScale = true;
// Shake rect (for GUI)
private Rect shakeRect;
// States
private bool shaking = false;
private bool cancelling = false;
internal class ShakeState
{
internal readonly Vector3 startPosition;
internal readonly Quaternion startRotation;
internal readonly Vector2 guiStartPosition;
internal Vector3 shakePosition;
internal Quaternion shakeRotation;
internal Vector2 guiShakePosition;
internal ShakeState(Vector3 position, Quaternion rotation, Vector2 guiPosition)
{
startPosition = position;
startRotation = rotation;
guiStartPosition = guiPosition;
shakePosition = position;
shakeRotation = rotation;
guiShakePosition = guiPosition;
}
}
private Dictionary> states = new Dictionary>();
private Dictionary shakeCount = new Dictionary();
// Minimum shake values
private const bool checkForMinimumValues = true;
private const float minShakeValue = 0.001f;
private const float minRotationValue = 0.001f;
#region Singleton
///
/// The Camera Shake singleton instance.
///
public static CameraShake instance;
private void OnEnable()
{
if (cameras.Count < 1)
{
if (camera)
cameras.Add(camera);
}
if (cameras.Count < 1)
{
if (Camera.main)
cameras.Add(Camera.main);
}
if (cameras.Count < 1)
{
Debug.LogError("Camera Shake: No cameras assigned in the inspector!");
}
instance = this;
}
#endregion
#region Static properties
public static bool isShaking
{
get
{
return instance.IsShaking();
}
}
public static bool isCancelling
{
get
{
return instance.IsCancelling();
}
}
#endregion
#region Static methods
public static void Shake()
{
instance.DoShake();
}
public static void Shake(int numberOfShakes, Vector3 shakeAmount, Vector3 rotationAmount, float distance, float speed, float decay, float guiShakeModifier, bool multiplyByTimeScale)
{
instance.DoShake(numberOfShakes, shakeAmount, rotationAmount, distance, speed, decay, guiShakeModifier, multiplyByTimeScale);
}
public static void Shake(System.Action callback)
{
instance.DoShake(callback);
}
public static void Shake(int numberOfShakes, Vector3 shakeAmount, Vector3 rotationAmount, float distance, float speed, float decay, float guiShakeModifier, bool multiplyByTimeScale, System.Action callback)
{
instance.DoShake(numberOfShakes, shakeAmount, rotationAmount, distance, speed, decay, guiShakeModifier, multiplyByTimeScale, callback);
}
public static void CancelShake()
{
instance.DoCancelShake();
}
public static void CancelShake(float time)
{
instance.DoCancelShake(time);
}
public static void BeginShakeGUI()
{
instance.DoBeginShakeGUI();
}
public static void EndShakeGUI()
{
instance.DoEndShakeGUI();
}
public static void BeginShakeGUILayout()
{
instance.DoBeginShakeGUILayout();
}
public static void EndShakeGUILayout()
{
instance.DoEndShakeGUILayout();
}
#endregion
#region Events
///
/// Occurs when a camera starts shaking.
///
public event System.Action cameraShakeStarted;
///
/// Occurs when a camera has completely stopped shaking and has been reset to its original position.
///
public event System.Action allCameraShakesCompleted;
#endregion
#region Public methods
public bool IsShaking()
{
return shaking;
}
public bool IsCancelling()
{
return cancelling;
}
public void DoShake()
{
Vector3 seed = Random.insideUnitSphere;
foreach(Camera cam in cameras)
{
StartCoroutine(DoShake_Internal(cam, seed, this.numberOfShakes, this.shakeAmount, this.rotationAmount, this.distance, this.speed, this.decay, this.guiShakeModifier, this.multiplyByTimeScale, null));
}
}
public void DoShake(int numberOfShakes, Vector3 shakeAmount, Vector3 rotationAmount, float distance, float speed, float decay, float guiShakeModifier, bool multiplyByTimeScale)
{
Vector3 seed = Random.insideUnitSphere;
foreach(Camera cam in cameras)
{
StartCoroutine(DoShake_Internal(cam, seed, numberOfShakes, shakeAmount, rotationAmount, distance, speed, decay, guiShakeModifier, multiplyByTimeScale, null));
}
}
public void DoShake(System.Action callback)
{
Vector3 seed = Random.insideUnitSphere;
foreach(Camera cam in cameras)
{
StartCoroutine(DoShake_Internal(cam, seed, this.numberOfShakes, this.shakeAmount, this.rotationAmount, this.distance, this.speed, this.decay, this.guiShakeModifier, this.multiplyByTimeScale, callback));
}
}
public void DoShake(int numberOfShakes, Vector3 shakeAmount, Vector3 rotationAmount, float distance, float speed, float decay, float guiShakeModifier, bool multiplyByTimeScale, System.Action callback)
{
Vector3 seed = Random.insideUnitSphere;
foreach(Camera cam in cameras)
{
StartCoroutine(DoShake_Internal(cam, seed, numberOfShakes, shakeAmount, rotationAmount, distance, speed, decay, guiShakeModifier, multiplyByTimeScale, callback));
}
}
public void DoCancelShake()
{
if (shaking && !cancelling)
{
shaking = false;
this.StopAllCoroutines();
foreach(Camera cam in cameras)
{
if (shakeCount.ContainsKey(cam))
{
shakeCount[cam] = 0;
}
ResetState(cam.transform, cam);
}
}
}
public void DoCancelShake(float time)
{
if (shaking && !cancelling)
{
this.StopAllCoroutines();
this.StartCoroutine(DoResetState(cameras, shakeCount, time));
}
}
public void DoBeginShakeGUI()
{
CheckShakeRect();
GUI.BeginGroup(shakeRect);
}
public void DoEndShakeGUI()
{
GUI.EndGroup();
}
public void DoBeginShakeGUILayout()
{
CheckShakeRect();
GUILayout.BeginArea(shakeRect);
}
public void DoEndShakeGUILayout()
{
GUILayout.EndArea();
}
#endregion
#region Private methods
private void OnDrawGizmosSelected()
{
foreach(Camera cam in cameras)
{
if (!cam)
continue;
if (IsShaking())
{
Vector3 offset = cam.worldToCameraMatrix.GetColumn(3);
offset.z *= -1;
offset = cam.transform.position + cam.transform.TransformPoint(offset);
Quaternion rot = QuaternionFromMatrix(cam.worldToCameraMatrix.inverse * Matrix4x4.TRS(Vector3.zero, Quaternion.identity, new Vector3(1,1,-1)));
Matrix4x4 matrix = Matrix4x4.TRS(offset, rot, cam.transform.lossyScale);
Gizmos.matrix = matrix;
}
else
{
Matrix4x4 matrix = Matrix4x4.TRS(cam.transform.position, cam.transform.rotation, cam.transform.lossyScale);
Gizmos.matrix = matrix;
}
Gizmos.DrawWireCube(Vector3.zero, shakeAmount);
Gizmos.color = Color.cyan;
if (cam.isOrthoGraphic)
{
Vector3 pos = new Vector3(0, 0, (cam.near + cam.far) / 2f);
Vector3 size = new Vector3(cam.orthographicSize / cam.aspect, cam.orthographicSize * 2f, cam.far - cam.near);
Gizmos.DrawWireCube(pos, size);
}
else
{
Gizmos.DrawFrustum(Vector3.zero, cam.fov, cam.far, cam.near, (.7f / cam.aspect));
}
}
}
private IEnumerator DoShake_Internal(Camera cam, Vector3 seed, int numberOfShakes, Vector3 shakeAmount, Vector3 rotationAmount, float distance, float speed, float decay, float guiShakeModifier, bool multiplyByTimeScale, System.Action callback)
{
// Wait for async cancel operations to complete
if (cancelling)
yield return null;
// Set random values
var mod1 = seed.x > .5f ? 1 : -1;
var mod2 = seed.y > .5f ? 1 : -1;
var mod3 = seed.z > .5f ? 1 : -1;
// First shake
if (!shaking)
{
shaking = true;
if (cameraShakeStarted != null)
cameraShakeStarted();
}
if (shakeCount.ContainsKey(cam))
shakeCount[cam]++;
else
shakeCount.Add(cam, 1);
// Pixel width is always based on the first camera
float pixelWidth = GetPixelWidth(cameras[0].transform, cameras[0]);
// Set other values
Transform cachedTransform = cam.transform;
Vector3 camOffset = Vector3.zero;
Quaternion camRot = Quaternion.identity;
int currentShakes = numberOfShakes;
float shakeDistance = distance;
float rotationStrength = 1;
float startTime = Time.time;
float scale = multiplyByTimeScale ? Time.timeScale : 1;
float pixelScale = pixelWidth * guiShakeModifier * scale;
Vector3 start1 = Vector2.zero;
Quaternion startR = Quaternion.identity;
Vector2 start2 = Vector2.zero;
ShakeState state = new ShakeState(cachedTransform.position, cachedTransform.rotation, new Vector2(shakeRect.x, shakeRect.y));
List stateList;
if (states.TryGetValue(cam, out stateList))
{
stateList.Add(state);
}
else
{
stateList = new List();
stateList.Add(state);
states.Add(cam, stateList);
}
// Main loop
while (currentShakes > 0)
{
if (checkForMinimumValues)
{
// Early break when rotation is less than the minimum value.
if (rotationAmount.sqrMagnitude != 0 && rotationStrength <= minRotationValue)
break;
// Early break when shake amount is less than the minimum value.
if (shakeAmount.sqrMagnitude != 0 && distance != 0 && shakeDistance <= minShakeValue)
break;
}
var timer = (Time.time - startTime) * speed;
state.shakePosition = start1 + new Vector3(
mod1 * Mathf.Sin(timer) * (shakeAmount.x * shakeDistance * scale),
mod2 * Mathf.Cos(timer) * (shakeAmount.y * shakeDistance * scale),
mod3 * Mathf.Sin(timer) * (shakeAmount.z * shakeDistance * scale));
state.shakeRotation = startR * Quaternion.Euler(
mod1 * Mathf.Cos(timer) * (rotationAmount.x * rotationStrength * scale),
mod2 * Mathf.Sin(timer) * (rotationAmount.y * rotationStrength * scale),
mod3 * Mathf.Cos(timer) * (rotationAmount.z * rotationStrength * scale));
state.guiShakePosition = new Vector2(
start2.x - (mod1 * Mathf.Sin(timer) * (shakeAmount.x * shakeDistance * pixelScale)),
start2.y - (mod2 * Mathf.Cos(timer) * (shakeAmount.y * shakeDistance * pixelScale)));
camOffset = GetGeometricAvg(stateList, true);
camRot = GetAvgRotation(stateList);
NormalizeQuaternion(ref camRot);
Matrix4x4 m = Matrix4x4.TRS(camOffset, camRot, new Vector3(1, 1, -1));
cam.worldToCameraMatrix = m * cachedTransform.worldToLocalMatrix;
var avg = GetGeometricAvg(stateList, false);
shakeRect.x = avg.x;
shakeRect.y = avg.y;
if (timer > Mathf.PI * 2)
{
startTime = Time.time;
shakeDistance *= (1 - Mathf.Clamp01(decay));
rotationStrength *= (1 - Mathf.Clamp01(decay));
currentShakes--;
}
yield return null;
}
// End conditions
shakeCount[cam]--;
// Last shake
if (shakeCount[cam] == 0)
{
shaking = false;
ResetState(cam.transform, cam);
if (allCameraShakesCompleted != null)
{
allCameraShakesCompleted();
}
}
else
{
stateList.Remove(state);
}
if (callback != null)
callback();
}
private Vector3 GetGeometricAvg(List states, bool position)
{
float x = 0, y = 0, z = 0, l = states.Count;
foreach(ShakeState state in states)
{
if (position)
{
x -= state.shakePosition.x;
y -= state.shakePosition.y;
z -= state.shakePosition.z;
}
else
{
x += state.guiShakePosition.x;
y += state.guiShakePosition.y;
}
}
return new Vector3(x / l, y / l, z / l);
}
private Quaternion GetAvgRotation(List states)
{
Quaternion avg = new Quaternion(0,0,0,0);
foreach(ShakeState state in states)
{
if (Quaternion.Dot (state.shakeRotation, avg) > 0)
{
avg.x += state.shakeRotation.x;
avg.y += state.shakeRotation.y;
avg.z += state.shakeRotation.z;
avg.w += state.shakeRotation.w;
}
else
{
avg.x += -state.shakeRotation.x;
avg.y += -state.shakeRotation.y;
avg.z += -state.shakeRotation.z;
avg.w += -state.shakeRotation.w;
}
}
var mag = Mathf.Sqrt(avg.x* avg.x + avg.y* avg.y + avg.z * avg.z + avg.w * avg.w);
if (mag > 0.0001f)
{
avg.x /= mag;
avg.y /= mag;
avg.z /= mag;
avg.w /= mag;
}
else
{
avg = states[0].shakeRotation;
}
return avg;
}
private void CheckShakeRect()
{
if (Screen.width != shakeRect.width || Screen.height != shakeRect.height)
{
shakeRect.width = Screen.width;
shakeRect.height = Screen.height;
}
}
private float GetPixelWidth(Transform cachedTransform, Camera cachedCamera)
{
var position = cachedTransform.position;
var screenPos = cachedCamera.WorldToScreenPoint(position - cachedTransform.forward * .01f);
var offset = Vector3.zero;
if (screenPos.x > 0)
offset = screenPos - Vector3.right;
else
offset = screenPos + Vector3.right;
if (screenPos.y > 0)
offset = screenPos - Vector3.up;
else
offset = screenPos + Vector3.up;
offset = cachedCamera.ScreenToWorldPoint(offset);
return 1f / (cachedTransform.InverseTransformPoint(position) - cachedTransform.InverseTransformPoint(offset)).magnitude;
}
private void ResetState(Transform cachedTransform, Camera cam)
{
cam.ResetWorldToCameraMatrix();
shakeRect.x = 0;
shakeRect.y = 0;
states[cam].Clear();
}
private List offsetCache = new List(10);
private List rotationCache = new List(10);
private IEnumerator DoResetState(List cameras, Dictionary shakeCount, float time)
{
offsetCache.Clear();
rotationCache.Clear();
foreach(Camera cam in cameras)
{
offsetCache.Add((Vector3)((cam.worldToCameraMatrix * cam.transform.worldToLocalMatrix.inverse).GetColumn(3)));
rotationCache.Add(QuaternionFromMatrix((cam.worldToCameraMatrix * cam.transform.worldToLocalMatrix.inverse).inverse * Matrix4x4.TRS(Vector3.zero, Quaternion.identity, new Vector3(1,1,-1))));
if (shakeCount.ContainsKey(cam))
{
shakeCount[cam] = 0;
}
states[cam].Clear();
}
float t = 0;
float x = shakeRect.x, y = shakeRect.y;
cancelling = true;
while (t < time)
{
int i = 0;
foreach(Camera cam in cameras)
{
Transform cachedTransform = cam.transform;
shakeRect.x = Mathf.Lerp(x, 0, t / time);
shakeRect.y = Mathf.Lerp(y, 0, t / time);
Vector3 pos = Vector3.Lerp(offsetCache[i], Vector3.zero, t / time);
Quaternion rot = Quaternion.Slerp(rotationCache[i], cachedTransform.rotation, t / time);
Matrix4x4 m = Matrix4x4.TRS(pos, rot, new Vector3(1, 1, -1));
cam.worldToCameraMatrix = m * cachedTransform.worldToLocalMatrix;
i++;
}
t += Time.deltaTime;
yield return null;
}
foreach(Camera cam in cameras)
{
cam.ResetWorldToCameraMatrix();
shakeRect.x = 0;
shakeRect.y = 0;
}
this.shaking = false;
this.cancelling = false;
}
#endregion
#region Quaternion helpers
private static Quaternion QuaternionFromMatrix(Matrix4x4 m)
{
return Quaternion.LookRotation(m.GetColumn(2), m.GetColumn(1));
}
private static void NormalizeQuaternion (ref Quaternion q)
{
float sum = 0;
for (int i = 0; i < 4; ++i)
sum += q[i] * q[i];
float magnitudeInverse = 1 / Mathf.Sqrt(sum);
for (int i = 0; i < 4; ++i)
q[i] *= magnitudeInverse;
}
#endregion
}
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持得得之家。
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本文标题为:unity3D实现摄像机抖动特效
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