很多游戏玩家游戏死亡时一般都需要屏幕抖一下下或者屏幕变灰。为了在unity3d中实现这个特效,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,通过Camera Viewpoint实现 一个脚本拖动到Camera上就可以了,略微修改了一点点,share一下,下面是代码
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
|
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
;
}
}
|
好了本篇unity3d教程到此结束,下篇我们再会!