屏幕抖动是游戏开发中非常能提升游戏体验感的,
CSDN 上的搜索的方案发现都是通过更改 摄像机的ViewPort来实现屏幕抖动,这个其实效果不太好,画面边角会有明显画面撕裂,这里是我更改后的代码
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ShakeCamera : MonoBehaviour {
public float shakeLevel = 3f;// 震动幅度
public float setShakeTime = 0.5f; // 震动时间
public float shakeFps = 45f; // 震动的FPS
public bool isshakeCamera = false;// 震动标志
private float fps;
private float shakeTime = 0.0f;
private float frameTime = 0.0f;
private float shakeDelta = 0.005f;
private Camera selfCamera;
private Vector3 beginCamera;
void OnEnable()
{
isshakeCamera = true;
selfCamera = gameObject.GetComponent<Camera>();
shakeTime = setShakeTime;
fps = shakeFps;
frameTime = 0.03f;
shakeDelta = 0.005f;
beginCamera = transform.position;
}
void OnDisable()
{
selfCamera.rect = new Rect(0.0f, 0.0f, 1.0f, 1.0f);
isshakeCamera = false;
}
// Update is called once per frame
void Update()
{
shakeCamTransform();
}
void shakeCamTransform()
{
if (isshakeCamera)
{
if (shakeTime > 0)
{
shakeTime -= Time.deltaTime;
if (shakeTime <= 0)
{
enabled = false;
}
else
{
frameTime += Time.deltaTime;
if (frameTime > 1.0 / fps)
{
frameTime = 0;
transform.position = new Vector3(beginCamera.x+shakeDelta * (-1.0f + shakeLevel * Random.value), beginCamera.y+shakeDelta * (-1.0f + shakeLevel * Random.value), -10);
}
}
}
}
}
void shakeViewPort()
{
if (isshakeCamera)
{
if (shakeTime > 0)
{
shakeTime -= Time.deltaTime;
if (shakeTime <= 0)
{
enabled = false;
}
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);
}
}
}
}
}
}