- Chaos Core
- Core
- CameraEffects
CameraEffects
Source- Also in
Chaos Theory
Properties (2)
Fields & Events (2)
NameType
maxRollAngle
float
rollSpeed
float
Methods (6)
NameType
Push(CameraEffect effect, float initialTriggerTime = -1f, float initialRampTime = 0f)
void
StartRecoil(WeaponParse weaponData, float lastTriggerTime)
void
Translates weapon data into a camera effect and pushes it.
Alternates roll direction per shot.
AddTrauma(float amount)
void
Accumulates trauma (0-1). Trauma is squared when applied to shake strength,
so stacking hits feel progressively worse. Decays passively over time.
AddShake(float strength, float duration, float delay = 0f, float frequency = 10f, bool shakePitch = true, bool shakeYaw = false, bool shakeRoll = true, Vector3? sourcePosition = null, Curve? falloffCurve = null)
void
Pushes a shake effect to the camera. Strength and duration define the base feel.
Frequency controls oscillation speed as low values give slow rolling motion, high values give tight jitter.
Axis flags let you restrict shake to specific rotational axes.
Optionally pass a world-space source position to bias the shake direction toward the hit origin.
A falloff curve overrides the default linear fade if provided.
Update(CameraComponent camera, float? lastTriggerTime = null)
void
Reset()
void