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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 bloom intensity and threshold over time. It requires you have in your scene an object with a PostProcessVolume
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/// with Bloom active, and a MMBloomShaker component.
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/// </summary>
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[AddComponentMenu("")]
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[FeedbackHelp("This feedback allows you to control bloom intensity and threshold over time. It requires you have in your scene an object with a PostProcessVolume " +
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"with Bloom active, and a MMBloomShaker component.")]
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#if MM_POSTPROCESSING
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[FeedbackPath("PostProcess/Bloom")]
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#endif
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public class MMF_Bloom : 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.PostProcessColor; } }
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public override string RequiredTargetText => RequiredChannelText;
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#endif
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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(ShakeDuration); } set { ShakeDuration = value; } }
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public override bool HasChannel => true;
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public override bool HasRandomness => true;
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[MMFInspectorGroup("Bloom", true, 41)]
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/// the duration of the feedback, in seconds
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[Tooltip("the duration of the feedback, in seconds")]
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public float ShakeDuration = 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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/// 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 RelativeValues = true;
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[MMFInspectorGroup("Intensity", true, 42)]
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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 ShakeIntensity = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
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/// the value to remap the curve's 0 to
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[Tooltip("the value to remap the curve's 0 to")]
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public float RemapIntensityZero = 0f;
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/// the value to remap the curve's 1 to
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[Tooltip("the value to remap the curve's 1 to")]
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public float RemapIntensityOne = 1f;
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[MMFInspectorGroup("Threshold", true, 43)]
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/// the curve to animate the threshold on
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[Tooltip("the curve to animate the threshold on")]
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public AnimationCurve ShakeThreshold = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
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/// the value to remap the curve's 0 to
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[Tooltip("the value to remap the curve's 0 to")]
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public float RemapThresholdZero = 0f;
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/// the value to remap the curve's 1 to
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[Tooltip("the value to remap the curve's 1 to")]
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public float RemapThresholdOne = 0f;
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/// <summary>
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/// Triggers a bloom 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 = ComputeIntensity(feedbacksIntensity, position);
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MMBloomShakeEvent.Trigger(ShakeIntensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, ShakeThreshold, RemapThresholdZero, RemapThresholdOne,
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RelativeValues, intensityMultiplier, ChannelData, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake, NormalPlayDirection, ComputedTimescaleMode);
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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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MMBloomShakeEvent.Trigger(ShakeIntensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, ShakeThreshold, RemapThresholdZero, RemapThresholdOne,
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RelativeValues, stop:true);
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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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MMBloomShakeEvent.Trigger(ShakeIntensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, ShakeThreshold, RemapThresholdZero, RemapThresholdOne,
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RelativeValues, restore:true);
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}
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}
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}
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