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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using MoreMountains.Feedbacks;
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namespace MoreMountains.FeedbacksForThirdParty
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{
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/// <summary>
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/// This feedback allows you to control vignette intensity over time.
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/// It requires you have in your scene an object with a PostProcessVolume
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/// with Vignette active, and a MMVignetteShaker component.
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/// </summary>
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[AddComponentMenu("")]
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[FeedbackPath("PostProcess/Vignette")]
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[FeedbackHelp("This feedback allows you to control vignette intensity over time. " +
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"It requires you have in your scene an object with a PostProcessVolume " +
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"with Vignette active, and a MMVignetteShaker component.")]
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public class MMFeedbackVignette : MMFeedback
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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.PostProcessColor; } }
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#endif
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[Header("Vignette")]
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/// the channel to emit on
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[Tooltip("the channel to emit on")]
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public int Channel = 0;
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/// the duration of the shake, in seconds
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[Tooltip("the duration of the shake, in seconds")]
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public float Duration = 0.2f;
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/// whether or not to reset shaker values after shake
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[Tooltip("whether or not to reset shaker values after shake")]
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public bool ResetShakerValuesAfterShake = true;
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/// whether or not to reset the target's values after shake
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[Tooltip("whether or not to reset the target's values after shake")]
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public bool ResetTargetValuesAfterShake = true;
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[Header("Intensity")]
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/// the curve to animate the intensity on
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[Tooltip("the curve to animate the intensity on")]
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public AnimationCurve Intensity = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
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/// the value to remap the intensity's zero to
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[Tooltip("the value to remap the intensity's zero to")]
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[Range(0f, 1f)]
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public float RemapIntensityZero = 0f;
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/// the value to remap the intensity's one to
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[Tooltip("the value to remap the intensity's one to")]
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[Range(0f, 1f)]
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public float RemapIntensityOne = 1.0f;
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/// whether or not to add to the initial intensity
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[Tooltip("whether or not to add to the initial intensity")]
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public bool RelativeIntensity = false;
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/// the duration of this feedback is the duration of the shake
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public override float FeedbackDuration { get { return ApplyTimeMultiplier(Duration); } set { Duration = value; } }
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/// <summary>
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/// Triggers a vignette shake
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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 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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float intensityMultiplier = Timing.ConstantIntensity ? 1f : feedbacksIntensity;
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MMVignetteShakeEvent.Trigger(Intensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, intensityMultiplier,
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ChannelData(Channel), ResetShakerValuesAfterShake, ResetTargetValuesAfterShake, NormalPlayDirection, Timing.TimescaleMode);
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}
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/// <summary>
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/// On stop we stop our transition
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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)
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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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MMVignetteShakeEvent.Trigger(Intensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, stop:true);
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}
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}
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}
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