diff --git a/Assets/Scripts/GameCamera.cs b/Assets/Scripts/GameCamera.cs
index 3f98f1c54..45aa8f738 100644
--- a/Assets/Scripts/GameCamera.cs
+++ b/Assets/Scripts/GameCamera.cs
@@ -148,8 +148,8 @@ namespace HeavenStudio
EasingFunction.Function func = EasingFunction.GetEasingFunction(e.ease);
float dx = func(rotEluerLast.x, e.valA, Mathf.Min(prog, 1f));
float dy = func(rotEluerLast.y, e.valB, Mathf.Min(prog, 1f));
- float dz = func(rotEluerLast.z, e.valC, Mathf.Min(prog, 1f));
- rotEluer = new Vector3(dx, dy, dz);
+ float dz = func(-rotEluerLast.z, e.valC, Mathf.Min(prog, 1f));
+ rotEluer = new Vector3(dx, dy, dz); //I'm stupid and forgot to negate the rotation gfd 😢
}
if (prog > 1f)
@@ -159,7 +159,6 @@ namespace HeavenStudio
}
}
- //scren shake spaghetti
private void SetShakeIntensity()
{
foreach (var e in shakeEvents)
@@ -167,11 +166,8 @@ namespace HeavenStudio
float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
if (prog >= 0f)
{
- EasingFunction.Function func = EasingFunction.GetEasingFunction(e.ease);
- float dx = func(positionLast.x, e.valA, Mathf.Min(prog, 1f));
- float dy = func(positionLast.y, e.valA, Mathf.Min(prog, 1f));
- shakeResult = new Vector3(Mathf.Cos(dx * e.length * 20f) * (e.valA / 2), Mathf.Cos(dy * e.length * 30f) * (e.valA / 2));
-
+ float fac = Mathf.Cos(Time.time * 80f) * 0.5f;
+ shakeResult = new Vector3(fac * e.valA, fac * e.valB);
}
if (prog > 1f)
{
diff --git a/Assets/Scripts/Minigames.cs b/Assets/Scripts/Minigames.cs
index 7fe4fb040..7f55dae48 100644
--- a/Assets/Scripts/Minigames.cs
+++ b/Assets/Scripts/Minigames.cs
@@ -332,18 +332,7 @@ namespace HeavenStudio
new Param("ease", EasingFunction.Ease.Linear, "Ease")
}, hidden: false ),
- new GameAction("screen shake", delegate
- {
- //TODO: move cam
- }, 1f, true, new List()
- {
- new Param("valA", new EntityTypes.Float(0, 10, 2), "Intensity")
- } ),
-
- new GameAction("move camera", delegate
- {
- //TODO: move cam
- }, 1f, true, new List()
+ new GameAction("move camera", delegate {}, 1f, true, new List()
{
new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left"),
new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down"),
@@ -351,10 +340,7 @@ namespace HeavenStudio
new Param("ease", EasingFunction.Ease.Linear, "Ease Type")
} ),
- new GameAction("rotate camera", delegate
- {
- //TODO: rot cam
- }, 1f, true, new List()
+ new GameAction("rotate camera", delegate {}, 1f, true, new List()
{
new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Pitch"),
new Param("valB", new EntityTypes.Integer(-360, 360, 0), "Yaw"),
@@ -362,6 +348,12 @@ namespace HeavenStudio
new Param("ease", EasingFunction.Ease.Linear, "Ease Type")
} ),
+ new GameAction("screen shake", delegate {}, 1f, true, new List()
+ {
+ new Param("valA", new EntityTypes.Float(0, 10, 0), "Horizontal Intensity"),
+ new Param("valB", new EntityTypes.Float(0, 10, 1), "Vertical Intensity")
+ } ),
+
new GameAction("display textbox", delegate
{
}, 1f, true, new List()