using System.Collections; using System.Collections.Generic; using UnityEngine; using MoreMountains.Feedbacks; namespace MoreMountains.FeedbacksForThirdParty { /// /// This feedback allows you to control vignette intensity over time. /// It requires you have in your scene an object with a PostProcessVolume /// with Vignette active, and a MMVignetteShaker component. /// [AddComponentMenu("")] [FeedbackPath("PostProcess/Vignette")] [FeedbackHelp("This feedback allows you to control vignette intensity over time. " + "It requires you have in your scene an object with a PostProcessVolume " + "with Vignette active, and a MMVignetteShaker component.")] public class MMFeedbackVignette : MMFeedback { /// 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.PostProcessColor; } } #endif [Header("Vignette")] /// the channel to emit on [Tooltip("the channel to emit on")] public int Channel = 0; /// the duration of the shake, in seconds [Tooltip("the duration of the shake, in seconds")] public float Duration = 0.2f; /// whether or not to reset shaker values after shake [Tooltip("whether or not to reset shaker values after shake")] public bool ResetShakerValuesAfterShake = true; /// whether or not to reset the target's values after shake [Tooltip("whether or not to reset the target's values after shake")] public bool ResetTargetValuesAfterShake = true; [Header("Intensity")] /// the curve to animate the intensity on [Tooltip("the curve to animate the intensity on")] public AnimationCurve Intensity = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0)); /// the value to remap the intensity's zero to [Tooltip("the value to remap the intensity's zero to")] [Range(0f, 1f)] public float RemapIntensityZero = 0f; /// the value to remap the intensity's one to [Tooltip("the value to remap the intensity's one to")] [Range(0f, 1f)] public float RemapIntensityOne = 1.0f; /// whether or not to add to the initial intensity [Tooltip("whether or not to add to the initial intensity")] public bool RelativeIntensity = false; /// the duration of this feedback is the duration of the shake public override float FeedbackDuration { get { return ApplyTimeMultiplier(Duration); } set { Duration = value; } } /// /// Triggers a vignette shake /// /// /// protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f) { if (!Active || !FeedbackTypeAuthorized) { return; } float intensityMultiplier = Timing.ConstantIntensity ? 1f : feedbacksIntensity; MMVignetteShakeEvent.Trigger(Intensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, intensityMultiplier, ChannelData(Channel), ResetShakerValuesAfterShake, ResetTargetValuesAfterShake, NormalPlayDirection, Timing.TimescaleMode); } /// /// On stop we stop our transition /// /// /// protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1) { if (!Active || !FeedbackTypeAuthorized) { return; } base.CustomStopFeedback(position, feedbacksIntensity); MMVignetteShakeEvent.Trigger(Intensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, stop:true); } } }