Kick

Method

Apply a temporary angular offset to the player camera, think recoil for a first person shooter.

Given a zero-ed out initial rotation, the camera will rotate to the given degrees offset, then return to zero over time. The rotation is applied with a parabolic function over time using kickDecay to drive the slope. A larger kickDecay creates a shorter/faster kick.

Kicks are additive, but there can only be one active kick. This means two kicks in rapid succession can combine to create a larger kick, but two kicks in instant succession (during the same frame) will override each other, and will not produce a larger kick.

Definition

void Kick(Vector2 degrees)
void Kick(Vector2 degrees)

Parameters

ParameterDescription
Vector2 degrees