| | |
| | | /// </summary> |
| | | public UnityEngine.Camera cachedCamera { get; private set; } |
| | | |
| | | private Vector3 cachedCameraPos; |
| | | |
| | | public UnityEngine.Camera backGroundCamera { get; private set; } |
| | | private Vector3 backGroundCameraPos; |
| | | |
| | | public bool bAdjViewPort = false; |
| | | |
| | |
| | | cachedCamera.DOShakePosition(0.25f, 1.5f, 4).OnComplete(() => |
| | | { |
| | | KTGMGemClient.GameConfig.IsShaking = false; |
| | | cachedCamera.transform.position = cachedCameraPos; |
| | | |
| | | }); |
| | | backGroundCamera.DOShakePosition(0.25f, 1.5f, 4); |
| | | backGroundCamera.DOShakePosition(0.25f, 1.5f, 4).OnComplete(() => |
| | | { |
| | | backGroundCamera.transform.position = backGroundCameraPos; |
| | | }); |
| | | } |
| | | |
| | | |
| | |
| | | base.Awake(); |
| | | cachedCamera = GetComponent<UnityEngine.Camera>(); |
| | | backGroundCamera = GameObject.Find("BackCamera").GetComponent<UnityEngine.Camera>(); |
| | | |
| | | cachedCameraPos = cachedCamera.transform.position; |
| | | backGroundCameraPos = backGroundCamera.transform.position; |
| | | } |
| | | |
| | | // Start is called before the first frame update |