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33
Assets/Standard Assets/Cameras/Scripts/HandHeldCam.cs
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33
Assets/Standard Assets/Cameras/Scripts/HandHeldCam.cs
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using System;
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using UnityEngine;
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namespace UnityStandardAssets.Cameras
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{
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public class HandHeldCam : LookatTarget
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{
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[SerializeField] private float m_SwaySpeed = .5f;
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[SerializeField] private float m_BaseSwayAmount = .5f;
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[SerializeField] private float m_TrackingSwayAmount = .5f;
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[Range(-1, 1)] [SerializeField] private float m_TrackingBias = 0;
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protected override void FollowTarget(float deltaTime)
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{
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base.FollowTarget(deltaTime);
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float bx = (Mathf.PerlinNoise(0, Time.time*m_SwaySpeed) - 0.5f);
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float by = (Mathf.PerlinNoise(0, (Time.time*m_SwaySpeed) + 100)) - 0.5f;
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bx *= m_BaseSwayAmount;
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by *= m_BaseSwayAmount;
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float tx = (Mathf.PerlinNoise(0, Time.time*m_SwaySpeed) - 0.5f) + m_TrackingBias;
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float ty = ((Mathf.PerlinNoise(0, (Time.time*m_SwaySpeed) + 100)) - 0.5f) + m_TrackingBias;
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tx *= -m_TrackingSwayAmount*m_FollowVelocity.x;
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ty *= m_TrackingSwayAmount*m_FollowVelocity.y;
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transform.Rotate(bx + tx, by + ty, 0);
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}
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}
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}
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