new VO, Scroll. Cave, devil spider fix , new Cover gaze Roots and FX
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Beyond
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{
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public class CameraShaker : MonoBehaviour
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{
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public float m_amplitude = 0.1f;
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public float m_time = 1.0f;
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Vector3 m_position;
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// Start is called before the first frame update
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[Header("Shake Settings")]
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public float amplitude = 0.1f; // Si³a drgania
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public float duration = 1.0f; // Czas trwania drgania
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public float frequency = 20f; // Prêdkoœæ drgania
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[Header("Shake Curve")]
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public AnimationCurve shakeCurve = AnimationCurve.EaseInOut(0, 1, 1, 0); // Krzywa efektu drgania
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private float shakeTime = 0f;
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private Vector3 localShakeOffset = Vector3.zero;
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private Transform mainCamera;
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private bool isShaking = false;
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private Vector3 lastShakeOffset = Vector3.zero;
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void Start()
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{
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enabled = false;
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mainCamera = Camera.main?.transform; // Pobranie MainCamera
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if (mainCamera == null)
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{
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Debug.LogError("CameraShaker: MainCamera not found!");
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enabled = false;
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return;
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}
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enabled = true; // Skrypt mo¿e byæ w³¹czony, ale shake dzia³a tylko po evencie
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}
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public void StartShake()
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{
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enabled = true;
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m_position = transform.localPosition;
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if (isShaking) return; // Jeœli shake ju¿ dzia³a, nie uruchamiaj ponownie
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isShaking = true;
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shakeTime = 0f;
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lastShakeOffset = Vector3.zero; // Reset poprzedniego przesuniêcia
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}
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// Update is called once per frame
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void LateUpdate()
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{
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transform.localPosition += new Vector3(Random.Range(-1f, 1f), Random.Range(-1f, 1f), Random.Range(-1f, 1f));
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if (isShaking && shakeTime < duration)
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{
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shakeTime += Time.deltaTime;
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float shakeStrength = amplitude * shakeCurve.Evaluate(shakeTime / duration);
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// P³ynne drgania na bazie Perlin Noise
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float x = (Mathf.PerlinNoise(Time.time * frequency, 0) * 2 - 1) * shakeStrength;
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float y = (Mathf.PerlinNoise(0, Time.time * frequency) * 2 - 1) * shakeStrength;
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float z = (Mathf.PerlinNoise(Time.time * frequency, Time.time * frequency) * 2 - 1) * shakeStrength;
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// Nowe przesuniêcie
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localShakeOffset = new Vector3(x, y, z);
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// Usuwamy poprzednie przesuniêcie, dodajemy nowe
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mainCamera.localPosition -= lastShakeOffset;
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mainCamera.localPosition += localShakeOffset;
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// Zapamiêtujemy ostatnie przesuniêcie
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lastShakeOffset = localShakeOffset;
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}
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else if (shakeTime >= duration)
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{
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isShaking = false;
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mainCamera.localPosition -= lastShakeOffset; // Resetujemy shake
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lastShakeOffset = Vector3.zero;
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}
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}
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}
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}
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}
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Reference in New Issue
Block a user