using UnityEngine; using System.Collections; public class CameraShaking : MonoBehaviour { public Rigidbody player; public bool isStoped; public float magnitude = 0f; //private float hauteurMax = 0.75f; private float intesity = 0f; private float shake = 0.05f; private float timeShaking = 10f; private float timeBreathing = 0f; Vector3 pos; Transform camera; // Use this for initialization void Awake() { if (camera == null) { camera = GetComponent(typeof(Transform)) as Transform; } } void OnEnable() { pos = camera.localPosition; } void FixedUpdate() { if (player.velocity.magnitude == 0) { timeBreathing += Time.deltaTime; float y = ((Mathf.Cos(timeBreathing)) / 4) + 0.85f; if (y < 0) { y = Mathf.Abs(y); } else if (y > 1) { float temp = y; y -= (temp - 1) * 2; } camera.localPosition = new Vector3(0, y, 0); // if (timeShaking > 5 && timeShaking < 11) // { // timeBreathing += Time.deltaTime; // float y = ((Mathf.Cos(timeBreathing)) /4) + 0.85f; // // if (y < 0) // { // y = Mathf.Abs(y); // } // else if (y > 1) // { // float temp = y; // y -= (temp - 1)*2; // } // camera.localPosition = new Vector3(0, y, 0); // Debug.LogWarning("y : " + y); // Debug.Log(camera.localPosition); // timeShaking -= Time.deltaTime; // } // // else if (timeShaking > 0 && timeShaking < 5) // { // camera.localPosition = pos + Random.insideUnitSphere * intesity; // // timeShaking -= Time.deltaTime; // intesity += Time.deltaTime * shake; // } // // else // { // timeShaking = 0f; // camera.localPosition = pos; // } } } }