同步
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@@ -6,7 +6,6 @@ namespace Ichni.RhythmGame
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public class CameraShakeEffect : EffectBase
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{
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#region [效果参数] Effect Parameters
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public float duration;
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public float frequency;
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public float amplitudeX;
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public float amplitudeY;
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@@ -16,10 +15,10 @@ namespace Ichni.RhythmGame
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#endregion
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#region [初始化] Initialization
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public CameraShakeEffect(float duration, float frequency, float amplitudeX, float amplitudeY, float amplitudeZ)
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: base(duration)
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public CameraShakeEffect(float effectTime, float frequency, float amplitudeX, float amplitudeY, float amplitudeZ)
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: base(effectTime)
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{
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this.duration = duration;
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this.effectTime = effectTime;
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this.frequency = frequency; // 数值越大抖动越跳跃
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this.amplitudeX = amplitudeX;
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this.amplitudeY = amplitudeY;
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@@ -51,7 +50,7 @@ namespace Ichni.RhythmGame
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float offsetX = (Mathf.PerlinNoise(timeFactor, 0) - 0.5f) * 2f * amplitudeX * dampening;
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float offsetY = (Mathf.PerlinNoise(0, timeFactor) - 0.5f) * 2f * amplitudeY * dampening;
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float offsetZ = (Mathf.PerlinNoise(timeFactor, timeFactor) - 0.5f) * 2f * amplitudeZ * dampening;
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// 这次应用仅在局部空间偏移,非常干净轻量
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_cameraTransform.localPosition = new Vector3(offsetX, offsetY, offsetZ);
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}
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@@ -73,3 +72,4 @@ namespace Ichni.RhythmGame
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}
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}
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