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("")]
#if MM_POSTPROCESSING
[FeedbackPath("PostProcess/Vignette")]
#endif
[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 MMF_Vignette : 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.PostProcessColor; } }
public override string RequiredTargetText => RequiredChannelText;
#endif
/// the duration of this feedback is the duration of the shake
public override float FeedbackDuration { get { return ApplyTimeMultiplier(Duration); } set { Duration = value; } }
public override bool HasChannel => true;
public override bool HasRandomness => true;
[MMFInspectorGroup("Vignette", true, 58)]
/// 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;
[MMFInspectorGroup("Intensity", true, 59)]
/// 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;
[MMFInspectorGroup("Vignette Color", true, 60)]
/// whether or not to also animate the vignette's color
[Tooltip("whether or not to also animate the vignette's color")]
public bool InterpolateColor = false;
/// the curve to animate the color on
[Tooltip("the curve to animate the color on")]
public AnimationCurve ColorCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.05f, 1f), new Keyframe(0.95f, 1), new Keyframe(1, 0));
/// the value to remap the curve's 0 to
[Tooltip("the value to remap the curve's 0 to")]
[Range(0, 1)]
public float RemapColorZero = 0f;
/// the value to remap the curve's 1 to
[Tooltip("the value to remap the curve's 1 to")]
[Range(0f, 1f)]
public float RemapColorOne = 1f;
/// the color to lerp towards
[Tooltip("the color to lerp towards")]
public Color TargetColor = Color.red;
///
/// Triggers a vignette shake
///
///
///
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
float intensityMultiplier = ComputeIntensity(feedbacksIntensity, position);
MMVignetteShakeEvent.Trigger(Intensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, intensityMultiplier,
ChannelData, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake, NormalPlayDirection, ComputedTimescaleMode, false, false, InterpolateColor,
ColorCurve, RemapColorZero, RemapColorOne, TargetColor);
}
///
/// 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);
}
///
/// On restore, we put our object back at its initial position
///
protected override void CustomRestoreInitialValues()
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
MMVignetteShakeEvent.Trigger(Intensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, restore:true);
}
}
}