void ApplyShakeScaleTargets()
{
//impact:
if (percentage==0) {
transform.localScale=vector3s[1];
}
//reset:
transform.localScale=vector3s[0];
//generate:
float diminishingControl = 1-percentage;
vector3s[2].x= UnityEngine.Random.Range(-vector3s[1].x*diminishingControl, vector3s[1].x*diminishingControl);
vector3s[2].y= UnityEngine.Random.Range(-vector3s[1].y*diminishingControl, vector3s[1].y*diminishingControl);
vector3s[2].z= UnityEngine.Random.Range(-vector3s[1].z*diminishingControl, vector3s[1].z*diminishingControl);
//apply:
transform.localScale+=vector3s[2];
}