Shake on Event LPK_ShakeOnEvent.cs

Alters an object's translation and rotation to create a shaking effect when an event is received.

Suggested use:

Shake the player to indicate anything between pickups-damage, and shake objects to alert the player to their importance. All of the component properties can be altered to create a miniscule wiggle, or a violent shake, for some interesting, experience-enhancing effects.

This is a visual representation of how the Intensity Exponent curve works:

Examples found in: Project 6

Components
Property Type Description Default Value
Component Properties
Target Shake Game Object Transform Transform component of the game object to shake when the specified event is received. None
Reset Translation Boolean Flag to check if the game object shaking will have its translation reset after the effect. True
Reset Rotation Boolean Flag to check if the game object shaking will have its rotation reset after the effect. True
Intensity Float How much intensity should be added per shake. 0.25
Intensity Exponent Float Set a curve for the shake. High values are larger curves. 2.0
Translational Magnitude Vector3 The maximum distance that the object should displace itself at maximum intensity. 1,1,0
Rotational Magnitude type The maximum Euler angles (in degrees) that the object should rotate itself at maximum intensity. 0,0,15
Decay Rate Float The rate(in intensity amount per second) at which the current shake intensity should decay. 2
Event Receiving Info
Event Trigger LPK Event Object Which event will trigger this component's action. None
Debug Properties
Print Debug Info Boolean Toggle console debug messages. False
Label String Notes for the user about this component. This does nothing to the game or build. None