using UnityEngine; namespace EZCameraShake { public static class CameraShakePresets { /// /// [One-Shot] A high magnitude, short, yet smooth shake. /// public static CameraShakeInstance Bump { get { CameraShakeInstance c = new CameraShakeInstance(2.5f, 4, 0.1f, 0.75f); c.PositionInfluence = Vector3.one * 0.15f; c.RotationInfluence = Vector3.one; return c; } } /// /// [One-Shot] An intense and rough shake. /// public static CameraShakeInstance Explosion { get { CameraShakeInstance c = new CameraShakeInstance(5f, 10, 0, 1.5f); c.PositionInfluence = Vector3.one * 0.25f; c.RotationInfluence = new Vector3(4, 1, 1); return c; } } /// /// [Sustained] A continuous, rough shake. /// public static CameraShakeInstance Earthquake { get { CameraShakeInstance c = new CameraShakeInstance(0.6f, 3.5f, 2f, 10f); c.PositionInfluence = Vector3.one * 0.25f; c.RotationInfluence = new Vector3(1, 1, 4); return c; } } /// /// [Sustained] A bizarre shake with a very high magnitude and low roughness. /// public static CameraShakeInstance BadTrip { get { CameraShakeInstance c = new CameraShakeInstance(10f, 0.15f, 5f, 10f); c.PositionInfluence = new Vector3(0, 0, 0.15f); c.RotationInfluence = new Vector3(2, 1, 4); return c; } } /// /// [Sustained] A subtle, slow shake. /// public static CameraShakeInstance HandheldCamera { get { CameraShakeInstance c = new CameraShakeInstance(1f, 0.25f, 5f, 10f); c.PositionInfluence = Vector3.zero; c.RotationInfluence = new Vector3(1, 0.5f, 0.5f); return c; } } /// /// [Sustained] A very rough, yet low magnitude shake. /// public static CameraShakeInstance Vibration { get { CameraShakeInstance c = new CameraShakeInstance(0.4f, 20f, 2f, 2f); c.PositionInfluence = new Vector3(0, 0.15f, 0); c.RotationInfluence = new Vector3(1.25f, 0, 4); return c; } } /// /// [Sustained] A slightly rough, medium magnitude shake. /// public static CameraShakeInstance RoughDriving { get { CameraShakeInstance c = new CameraShakeInstance(1, 2f, 1f, 1f); c.PositionInfluence = Vector3.zero; c.RotationInfluence = Vector3.one; return c; } } } }