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using UnityEngine;
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using MoreMountains.Feedbacks;
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#if MM_CINEMACHINE
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using Cinemachine;
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#endif
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namespace MoreMountains.FeedbacksForThirdParty
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{
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[AddComponentMenu("")]
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#if MM_CINEMACHINE
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[FeedbackPath("Camera/Cinemachine Impulse Source")]
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#endif
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[FeedbackHelp("This feedback lets you generate an impulse on a Cinemachine Impulse source. You'll need a Cinemachine Impulse Listener on your camera for this to work.")]
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public class MMF_CinemachineImpulseSource : MMF_Feedback
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{
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/// a static bool used to disable all feedbacks of this type at once
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public static bool FeedbackTypeAuthorized = true;
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/// sets the inspector color for this feedback
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#if UNITY_EDITOR
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public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.CameraColor; } }
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#if MM_CINEMACHINE
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public override bool EvaluateRequiresSetup() { return (ImpulseSource == null); }
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public override string RequiredTargetText { get { return ImpulseSource != null ? ImpulseSource.name : ""; } }
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#endif
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public override string RequiresSetupText { get { return "This feedback requires that an ImpulseSource be set to be able to work properly. You can set one below."; } }
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#endif
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[MMFInspectorGroup("Cinemachine Impulse Source", true, 28)]
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/// the velocity to apply to the impulse shake
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[Tooltip("the velocity to apply to the impulse shake")]
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public Vector3 Velocity = new Vector3(1f,1f,1f);
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#if MM_CINEMACHINE
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/// the impulse definition to broadcast
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[Tooltip("the impulse definition to broadcast")]
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public CinemachineImpulseSource ImpulseSource;
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public override bool HasAutomatedTargetAcquisition => true;
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protected override void AutomateTargetAcquisition() => ImpulseSource = FindAutomatedTarget<CinemachineImpulseSource>();
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#endif
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/// whether or not to clear impulses (stopping camera shakes) when the Stop method is called on that feedback
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[Tooltip("whether or not to clear impulses (stopping camera shakes) when the Stop method is called on that feedback")]
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public bool ClearImpulseOnStop = false;
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protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
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{
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if (!Active || !FeedbackTypeAuthorized)
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{
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return;
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}
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#if MM_CINEMACHINE
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if (ImpulseSource != null)
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{
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ImpulseSource.GenerateImpulse(Velocity);
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}
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#endif
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}
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/// <summary>
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/// Stops the animation if needed
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/// </summary>
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/// <param name="position"></param>
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/// <param name="feedbacksIntensity"></param>
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protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
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{
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if (!Active || !FeedbackTypeAuthorized || !ClearImpulseOnStop)
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{
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return;
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}
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base.CustomStopFeedback(position, feedbacksIntensity);
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#if MM_CINEMACHINE
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CinemachineImpulseManager.Instance.Clear();
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#endif
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}
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/// <summary>
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/// On restore, we put our object back at its initial position
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/// </summary>
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protected override void CustomRestoreInitialValues()
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{
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if (!Active || !FeedbackTypeAuthorized)
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{
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return;
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}
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#if MM_CINEMACHINE
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CinemachineImpulseManager.Instance.Clear();
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#endif
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}
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}
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}
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