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CrowdControl/Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/Cinemachine/Feedbacks/MMF_CinemachineImpulse.cs

73 lines
2.6 KiB
C#

3 months ago
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MoreMountains.Feedbacks;
#if MM_CINEMACHINE
using Cinemachine;
#endif
namespace MoreMountains.FeedbacksForThirdParty
{
[AddComponentMenu("")]
#if MM_CINEMACHINE
[FeedbackPath("Camera/Cinemachine Impulse")]
#endif
[FeedbackHelp("This feedback lets you trigger a Cinemachine Impulse event. You'll need a Cinemachine Impulse Listener on your camera for this to work.")]
public class MMF_CinemachineImpulse : MMF_Feedback
{
/// 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.CameraColor; } }
#endif
public override bool HasRandomness => true;
#if MM_CINEMACHINE
[MMFInspectorGroup("Cinemachine Impulse", true, 28)]
/// the impulse definition to broadcast
[Tooltip("the impulse definition to broadcast")]
public CinemachineImpulseDefinition m_ImpulseDefinition;
/// the velocity to apply to the impulse shake
[Tooltip("the velocity to apply to the impulse shake")]
public Vector3 Velocity;
/// whether or not to clear impulses (stopping camera shakes) when the Stop method is called on that feedback
[Tooltip("whether or not to clear impulses (stopping camera shakes) when the Stop method is called on that feedback")]
public bool ClearImpulseOnStop = false;
/// the duration of this feedback is the duration of the impulse
public override float FeedbackDuration { get { return m_ImpulseDefinition != null ? m_ImpulseDefinition.m_TimeEnvelope.Duration : 0f; } }
#endif
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
#if MM_CINEMACHINE
CinemachineImpulseManager.Instance.IgnoreTimeScale = !InScaledTimescaleMode;
float intensityMultiplier = ComputeIntensity(feedbacksIntensity, position);
m_ImpulseDefinition.CreateEvent(position, Velocity * intensityMultiplier);
#endif
}
/// <summary>
/// Stops the animation if needed
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
{
#if MM_CINEMACHINE
if (!Active || !FeedbackTypeAuthorized || !ClearImpulseOnStop)
{
return;
}
base.CustomStopFeedback(position, feedbacksIntensity);
CinemachineImpulseManager.Instance.Clear();
#endif
}
}
}