using UnityEngine; namespace UnityStandardAssets.Cameras { public class HandHeldCam : LookatTarget { [SerializeField] private float m_SwaySpeed = 0.5f; [SerializeField] private float m_BaseSwayAmount = 0.5f; [SerializeField] private float m_TrackingSwayAmount = 0.5f; [Range(-1f, 1f)] [SerializeField] private float m_TrackingBias; protected override void FollowTarget(float deltaTime) { base.FollowTarget(deltaTime); float num = Mathf.PerlinNoise(0f, Time.time * m_SwaySpeed) - 0.5f; float num2 = Mathf.PerlinNoise(0f, Time.time * m_SwaySpeed + 100f) - 0.5f; num *= m_BaseSwayAmount; num2 *= m_BaseSwayAmount; float num3 = Mathf.PerlinNoise(0f, Time.time * m_SwaySpeed) - 0.5f + m_TrackingBias; float num4 = Mathf.PerlinNoise(0f, Time.time * m_SwaySpeed + 100f) - 0.5f + m_TrackingBias; num3 *= (0f - m_TrackingSwayAmount) * m_FollowVelocity.x; num4 *= m_TrackingSwayAmount * m_FollowVelocity.y; base.transform.Rotate(num + num3, num2 + num4, 0f); } } }