1 using System;
2 using UnityEngine;
3
4
5 namespace UnityStandardAssets.Utility
6 {
7 [Serializable]
8 public class CurveControlledBob
9 {
10 public float HorizontalBobRange = 0.33f;
11 public float VerticalBobRange = 0.33f;
12 public AnimationCurve Bobcurve = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(0.5f, 1f),
13 new Keyframe(1f, 0f), new Keyframe(1.5f, -1f),
14 new Keyframe(2f, 0f)); // sin curve for head bob
15 public float VerticaltoHorizontalRatio = 1f;
16
17 private float m_CyclePositionX;
18 private float m_CyclePositionY;
19 private float m_BobBaseInterval;
20 private Vector3 m_OriginalCameraPosition;
21 private float m_Time;
22
23
24 public void Setup(Camera camera, float bobBaseInterval)
25 {
26 m_BobBaseInterval = bobBaseInterval;
27 m_OriginalCameraPosition = camera.transform.localPosition;
28
29 // get the length of the curve in time
30 m_Time = Bobcurve[Bobcurve.length - 1].time;
31 }
32
33
34 public Vector3 DoHeadBob(float speed)
35 {
36 float xPos = m_OriginalCameraPosition.x + (Bobcurve.Evaluate(m_CyclePositionX)*HorizontalBobRange);
37 float yPos = m_OriginalCameraPosition.y + (Bobcurve.Evaluate(m_CyclePositionY)*VerticalBobRange);
38
39 m_CyclePositionX += (speed*Time.deltaTime)/m_BobBaseInterval;
40 m_CyclePositionY += ((speed*Time.deltaTime)/m_BobBaseInterval)*VerticaltoHorizontalRatio;
41
42 if (m_CyclePositionX > m_Time)
43 {
44 m_CyclePositionX = m_CyclePositionX - m_Time;
45 }
46 if (m_CyclePositionY > m_Time)
47 {
48 m_CyclePositionY = m_CyclePositionY - m_Time;
49 }
50
51 return new Vector3(xPos, yPos, 0f);
52 }
53 }
54 }