Skip to content

Instantly share code, notes, and snippets.

@insominx
Last active November 23, 2021 23:04
Show Gist options
  • Select an option

  • Save insominx/f3acce17108d0a2e4619 to your computer and use it in GitHub Desktop.

Select an option

Save insominx/f3acce17108d0a2e4619 to your computer and use it in GitHub Desktop.

Revisions

  1. insominx revised this gist Jan 26, 2014. 1 changed file with 1 addition and 1 deletion.
    2 changes: 1 addition & 1 deletion gistfile1.cs
    Original file line number Diff line number Diff line change
    @@ -11,7 +11,7 @@ IEnumerator Shake() {
    float percentComplete = elapsed / duration;
    float damper = 1.0f - Mathf.Clamp(4.0f * percentComplete - 3.0f, 0.0f, 1.0f);

    // map noise to [-1, 1]
    // map value to [-1, 1]
    float x = Random.value * 2.0f - 1.0f;
    float y = Random.value * 2.0f - 1.0f;
    x *= magnitude * damper;
  2. insominx created this gist May 16, 2013.
    26 changes: 26 additions & 0 deletions gistfile1.cs
    Original file line number Diff line number Diff line change
    @@ -0,0 +1,26 @@
    IEnumerator Shake() {

    float elapsed = 0.0f;

    Vector3 originalCamPos = Camera.main.transform.position;

    while (elapsed < duration) {

    elapsed += Time.deltaTime;

    float percentComplete = elapsed / duration;
    float damper = 1.0f - Mathf.Clamp(4.0f * percentComplete - 3.0f, 0.0f, 1.0f);

    // map noise to [-1, 1]
    float x = Random.value * 2.0f - 1.0f;
    float y = Random.value * 2.0f - 1.0f;
    x *= magnitude * damper;
    y *= magnitude * damper;

    Camera.main.transform.position = new Vector3(x, y, originalCamPos.z);

    yield return null;
    }

    Camera.main.transform.position = originalCamPos;
    }