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;
}
}
}
}