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CrowdControl/Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/PostProcessing/Feedbacks/Legacy/MMFeedbackDepthOfField.cs

124 lines
5.2 KiB
C#

3 months ago
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MoreMountains.Feedbacks;
namespace MoreMountains.FeedbacksForThirdParty
{
/// <summary>
/// This feedback allows you to control depth of field focus distance, aperture and focal length over time.
/// It requires you have in your scene an object with a PostProcessVolume
/// with Depth of Field active, and a MMDepthOfFieldShaker component.
/// </summary>
[AddComponentMenu("")]
[FeedbackHelp("This feedback allows you to control depth of field focus distance, aperture and focal length over time. " +
"It requires you have in your scene an object with a PostProcessVolume " +
"with Depth of Field active, and a MMDepthOfFieldShaker component.")]
[FeedbackPath("PostProcess/Depth Of Field")]
public class MMFeedbackDepthOfField : MMFeedback
{
/// a static bool used to disable all feedbacks of this type at once
public static bool FeedbackTypeAuthorized = true;
/// sets the inspector color for this feedback
#if UNITY_EDITOR
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.PostProcessColor; } }
#endif
[Header("Depth Of Field")]
/// the channel to emit on
[Tooltip("the channel to emit on")]
public int Channel = 0;
/// the duration of the shake, in seconds
[Tooltip("the duration of the shake, in seconds")]
public float ShakeDuration = 2f;
/// whether or not to add to the initial values
[Tooltip("whether or not to add to the initial values")]
public bool RelativeValues = true;
/// whether or not to reset shaker values after shake
[Tooltip("whether or not to reset shaker values after shake")]
public bool ResetShakerValuesAfterShake = true;
/// whether or not to reset the target's values after shake
[Tooltip("whether or not to reset the target's values after shake")]
public bool ResetTargetValuesAfterShake = true;
[Header("Focus Distance")]
/// the curve used to animate the focus distance value on
[Tooltip("the curve used to animate the focus distance value on")]
public AnimationCurve ShakeFocusDistance = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
/// the value to remap the curve's 0 to
[Tooltip("the value to remap the curve's 0 to")]
public float RemapFocusDistanceZero = 0f;
/// the value to remap the curve's 1 to
[Tooltip("the value to remap the curve's 1 to")]
public float RemapFocusDistanceOne = 3f;
[Header("Aperture")]
/// the curve used to animate the aperture value on
[Tooltip("the curve used to animate the aperture value on")]
public AnimationCurve ShakeAperture = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
/// the value to remap the curve's 0 to
[Tooltip("the value to remap the curve's 0 to")]
[Range(0.1f, 32f)]
public float RemapApertureZero = 0f;
/// the value to remap the curve's 1 to
[Tooltip("the value to remap the curve's 1 to")]
[Range(0.1f, 32f)]
public float RemapApertureOne = 0f;
[Header("Focal Length")]
/// the curve used to animate the focal length value on
[Tooltip("the curve used to animate the focal length value on")]
public AnimationCurve ShakeFocalLength = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
/// the value to remap the curve's 0 to
[Tooltip("the value to remap the curve's 0 to")]
[Range(0f, 300f)]
public float RemapFocalLengthZero = 0f;
/// the value to remap the curve's 1 to
[Tooltip("the value to remap the curve's 1 to")]
[Range(0f, 300f)]
public float RemapFocalLengthOne = 0f;
/// the duration of this feedback is the duration of the shake
public override float FeedbackDuration { get { return ApplyTimeMultiplier(ShakeDuration); } set { ShakeDuration = value; } }
/// <summary>
/// Triggers a DoF shake
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
float intensityMultiplier = Timing.ConstantIntensity ? 1f : feedbacksIntensity;
MMDepthOfFieldShakeEvent.Trigger(ShakeFocusDistance, FeedbackDuration, RemapFocusDistanceZero, RemapFocusDistanceOne,
ShakeAperture, RemapApertureZero, RemapApertureOne,
ShakeFocalLength, RemapFocalLengthZero, RemapFocalLengthOne,
RelativeValues, intensityMultiplier, ChannelData(Channel), ResetShakerValuesAfterShake, ResetTargetValuesAfterShake, NormalPlayDirection, Timing.TimescaleMode);
}
/// <summary>
/// On stop we stop our transition
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
base.CustomStopFeedback(position, feedbacksIntensity);
MMDepthOfFieldShakeEvent.Trigger(ShakeFocusDistance, FeedbackDuration, RemapFocusDistanceZero, RemapFocusDistanceOne,
ShakeAperture, RemapApertureZero, RemapApertureOne,
ShakeFocalLength, RemapFocalLengthZero, RemapFocalLengthOne,
RelativeValues, stop:true);
}
}
}