在寒假实习中做消除游戏时需要实现一个效果:多行消除时有一个屏幕晃动的特效,其实这个没什么难的,看了一篇别人的博客,他就完全通过改变摄像机的范围来模拟场景中所有物体的移动,但是我发现并不适用于我这里,因为我是全部使用UGUI做的这个游戏,哈哈哈,那就很尴尬,不过他的思路给了我灵感,所以自己写了个UGUI进行晃动的代码:
如果要晃动屏幕就需要新建一个Panel把所有UI放置到其下,再把脚本挂给他,需要屏幕晃动的时候就调用Shake方法即可,如果仅仅是某个UGUI元素那么加给它即可
public class ShakePoint : MonoBehaviour
{
//这里的目标点就是移动的目标位置:因为策划明确指出了数值
public Transform[] targetPos;
//最后要回到起始位置所以记录一下
private Vector3 origionPos;
//当前目标点索引
private int currentIndex;
//是否开启晃动
public static bool isshake = false;
//到目标点多远算到
public float arriveDistance;
[Range(0,1)]
public float speed;
void Start()
{
origionPos = transform.position;
}
// Update is called once per frame
void Update()
{
if (isshake)
{
if (currentIndex >= targetPos.Length)
{
isshake = false;
currentIndex = 0;
transform.position = origionPos;
}
else
{
Vector3 target = targetPos[currentIndex].position;
transform.position = Vector3.Lerp(transform.position, target, speed);
if (Vector3.Distance(target, transform.position) <= arriveDistance)
{
currentIndex++;
}
}
}
}
public static void Shake()
{
isshake = true;
}
}
当然只是指定目标位置的方式,只是出于要求才这么做,其实应该是随机的晃动,所以我们先看看上面说的别人做的就知道怎么随机才是最好的:
public class ShakeCamera : MonoBehaviour
{
private float shakeTime;//晃动时间
private float fps;//晃动频率
private float frameTime;
private float shakeDelta;//晃动幅度
public Camera cam;
public static bool isshakeCamera = false;
void Start()
{
shakeTime = 1.0f;
fps = 30.0f;
shakeDelta = 0.005f;
}
// Update is called once per frame
void Update()
{
if (isshakeCamera)
{
if (shakeTime > 0)
{
shakeTime -= Time.deltaTime;
if (shakeTime <= 0)
{
cam.rect = new Rect(0.0f, 0.0f, 1.0f, 1.0f);
isshakeCamera = false;
shakeTime = 1.0f;
fps = 20.0f;
shakeDelta = 0.005f;
}
else
{
frameTime += Time.deltaTime;
if (frameTime > 1.0 / fps)
{
frameTime = 0;
cam.rect = new Rect(shakeDelta * (-1.0f + 2.0f * Random.value), shakeDelta * (-1.0f + 2.0f * Random.value), 1.0f, 1.0f);
}
}
}
}
}
public static void shakeCamera()
{
isshakeCamera = true;
}
}
所以我们再为UGUI的晃动写一个随机的方式:
public class ShakeUI : MonoBehaviour
{
public float shakeTime = 1.0f;//晃动时长
public float fps = 30.0f;//晃动频率
public float shakeValue = 10.0f;//振幅
private float frameTime = 0f;
private Vector3 origionPos;
public static bool isshake = false;
void Start()
{
origionPos = transform.position;
}
// Update is called once per frame
void Update()
{
if (isshake)
{
if (shakeTime > 0)
{
shakeTime -= Time.deltaTime;
if (shakeTime <= 0)
{
isshake = false;
transform.position = origionPos;
shakeTime = 1.0f;
fps = 20.0f;
frameTime = 0;
}
else
{
frameTime += Time.deltaTime;
if (frameTime > 1.0 / fps)
{
frameTime = 0;
Vector3 target = new Vector3(Random.Range(-shakeValue, shakeValue), Random.Range(-shakeValue, shakeValue), 0) + transform.position;
transform.position = Vector3.Lerp(transform.position, target, 0.5f);
}
}
}
}
}
public static void shakeCamera()
{
isshake = true;
}
}