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CrowdControl/Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/Cinemachine/Shakers/MMCinemachineCameraShaker.cs

205 lines
8.5 KiB
C#

1 month ago
using System.Collections;
using UnityEngine;
#if MM_CINEMACHINE
using Cinemachine;
#endif
using MoreMountains.Feedbacks;
namespace MoreMountains.FeedbacksForThirdParty
{
/// <summary>
/// Add this component to your Cinemachine Virtual Camera to have it shake when calling its ShakeCamera methods.
/// </summary>
[AddComponentMenu("More Mountains/Feedbacks/Shakers/Cinemachine/MMCinemachineCameraShaker")]
#if MM_CINEMACHINE
[RequireComponent(typeof(CinemachineVirtualCamera))]
#endif
public class MMCinemachineCameraShaker : MonoBehaviour
{
[Header("Settings")]
/// whether to listen on a channel defined by an int or by a MMChannel scriptable object. Ints are simple to setup but can get messy and make it harder to remember what int corresponds to what.
/// MMChannel scriptable objects require you to create them in advance, but come with a readable name and are more scalable
[Tooltip("whether to listen on a channel defined by an int or by a MMChannel scriptable object. Ints are simple to setup but can get messy and make it harder to remember what int corresponds to what. " +
"MMChannel scriptable objects require you to create them in advance, but come with a readable name and are more scalable")]
public MMChannelModes ChannelMode = MMChannelModes.Int;
/// the channel to listen to - has to match the one on the feedback
[Tooltip("the channel to listen to - has to match the one on the feedback")]
[MMFEnumCondition("ChannelMode", (int)MMChannelModes.Int)]
public int Channel = 0;
/// the MMChannel definition asset to use to listen for events. The feedbacks targeting this shaker will have to reference that same MMChannel definition to receive events - to create a MMChannel,
/// right click anywhere in your project (usually in a Data folder) and go MoreMountains > MMChannel, then name it with some unique name
[Tooltip("the MMChannel definition asset to use to listen for events. The feedbacks targeting this shaker will have to reference that same MMChannel definition to receive events - to create a MMChannel, " +
"right click anywhere in your project (usually in a Data folder) and go MoreMountains > MMChannel, then name it with some unique name")]
[MMFEnumCondition("ChannelMode", (int)MMChannelModes.MMChannel)]
public MMChannel MMChannelDefinition = null;
/// The default amplitude that will be applied to your shakes if you don't specify one
[Tooltip("The default amplitude that will be applied to your shakes if you don't specify one")]
public float DefaultShakeAmplitude = .5f;
/// The default frequency that will be applied to your shakes if you don't specify one
[Tooltip("The default frequency that will be applied to your shakes if you don't specify one")]
public float DefaultShakeFrequency = 10f;
/// the amplitude of the camera's noise when it's idle
[Tooltip("the amplitude of the camera's noise when it's idle")]
[MMFReadOnly]
public float IdleAmplitude;
/// the frequency of the camera's noise when it's idle
[Tooltip("the frequency of the camera's noise when it's idle")]
[MMFReadOnly]
public float IdleFrequency = 1f;
/// the speed at which to interpolate the shake
[Tooltip("the speed at which to interpolate the shake")]
public float LerpSpeed = 5f;
[Header("Test")]
/// a duration (in seconds) to apply when testing this shake via the TestShake button
[Tooltip("a duration (in seconds) to apply when testing this shake via the TestShake button")]
public float TestDuration = 0.3f;
/// the amplitude to apply when testing this shake via the TestShake button
[Tooltip("the amplitude to apply when testing this shake via the TestShake button")]
public float TestAmplitude = 2f;
/// the frequency to apply when testing this shake via the TestShake button
[Tooltip("the frequency to apply when testing this shake via the TestShake button")]
public float TestFrequency = 20f;
[MMFInspectorButton("TestShake")]
public bool TestShakeButton;
#if MM_CINEMACHINE
public virtual float GetTime() { return (_timescaleMode == TimescaleModes.Scaled) ? Time.time : Time.unscaledTime; }
public virtual float GetDeltaTime() { return (_timescaleMode == TimescaleModes.Scaled) ? Time.deltaTime : Time.unscaledDeltaTime; }
protected TimescaleModes _timescaleMode;
protected Vector3 _initialPosition;
protected Quaternion _initialRotation;
protected Cinemachine.CinemachineBasicMultiChannelPerlin _perlin;
protected Cinemachine.CinemachineVirtualCamera _virtualCamera;
protected float _targetAmplitude;
protected float _targetFrequency;
private Coroutine _shakeCoroutine;
/// <summary>
/// On awake we grab our components
/// </summary>
protected virtual void Awake()
{
_virtualCamera = this.gameObject.GetComponent<CinemachineVirtualCamera>();
_perlin = _virtualCamera.GetCinemachineComponent<Cinemachine.CinemachineBasicMultiChannelPerlin>();
}
/// <summary>
/// On Start we reset our camera to apply our base amplitude and frequency
/// </summary>
protected virtual void Start()
{
if (_perlin != null)
{
IdleAmplitude = _perlin.m_AmplitudeGain;
IdleFrequency = _perlin.m_FrequencyGain;
}
_targetAmplitude = IdleAmplitude;
_targetFrequency = IdleFrequency;
}
protected virtual void Update()
{
if (_perlin != null)
{
_perlin.m_AmplitudeGain = _targetAmplitude;
_perlin.m_FrequencyGain = Mathf.Lerp(_perlin.m_FrequencyGain, _targetFrequency, GetDeltaTime() * LerpSpeed);
}
}
/// <summary>
/// Use this method to shake the camera for the specified duration (in seconds) with the default amplitude and frequency
/// </summary>
/// <param name="duration">Duration.</param>
public virtual void ShakeCamera(float duration, bool infinite, bool useUnscaledTime = false)
{
StartCoroutine(ShakeCameraCo(duration, DefaultShakeAmplitude, DefaultShakeFrequency, infinite, useUnscaledTime));
}
/// <summary>
/// Use this method to shake the camera for the specified duration (in seconds), amplitude and frequency
/// </summary>
/// <param name="duration">Duration.</param>
/// <param name="amplitude">Amplitude.</param>
/// <param name="frequency">Frequency.</param>
public virtual void ShakeCamera(float duration, float amplitude, float frequency, bool infinite, bool useUnscaledTime = false)
{
if (_shakeCoroutine != null)
{
StopCoroutine(_shakeCoroutine);
}
_shakeCoroutine = StartCoroutine(ShakeCameraCo(duration, amplitude, frequency, infinite, useUnscaledTime));
}
/// <summary>
/// This coroutine will shake the
/// </summary>
/// <returns>The camera co.</returns>
/// <param name="duration">Duration.</param>
/// <param name="amplitude">Amplitude.</param>
/// <param name="frequency">Frequency.</param>
protected virtual IEnumerator ShakeCameraCo(float duration, float amplitude, float frequency, bool infinite, bool useUnscaledTime)
{
_targetAmplitude = amplitude;
_targetFrequency = frequency;
_timescaleMode = useUnscaledTime ? TimescaleModes.Unscaled : TimescaleModes.Scaled;
if (!infinite)
{
yield return new WaitForSeconds(duration);
CameraReset();
}
}
/// <summary>
/// Resets the camera's noise values to their idle values
/// </summary>
public virtual void CameraReset()
{
_targetAmplitude = IdleAmplitude;
_targetFrequency = IdleFrequency;
}
public virtual void OnCameraShakeEvent(float duration, float amplitude, float frequency, float amplitudeX, float amplitudeY, float amplitudeZ, bool infinite, MMChannelData channelData, bool useUnscaledTime)
{
if (!MMChannel.Match(channelData, ChannelMode, Channel, MMChannelDefinition))
{
return;
}
this.ShakeCamera(duration, amplitude, frequency, infinite, useUnscaledTime);
}
public virtual void OnCameraShakeStopEvent(MMChannelData channelData)
{
if (!MMChannel.Match(channelData, ChannelMode, Channel, MMChannelDefinition))
{
return;
}
if (_shakeCoroutine != null)
{
StopCoroutine(_shakeCoroutine);
}
CameraReset();
}
protected virtual void OnEnable()
{
MMCameraShakeEvent.Register(OnCameraShakeEvent);
MMCameraShakeStopEvent.Register(OnCameraShakeStopEvent);
}
protected virtual void OnDisable()
{
MMCameraShakeEvent.Unregister(OnCameraShakeEvent);
MMCameraShakeStopEvent.Unregister(OnCameraShakeStopEvent);
}
protected virtual void TestShake()
{
MMCameraShakeEvent.Trigger(TestDuration, TestAmplitude, TestFrequency, 0f, 0f, 0f, false, new MMChannelData(ChannelMode, Channel, MMChannelDefinition));
}
#endif
}
}