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124 lines
5.2 KiB
C#
124 lines
5.2 KiB
C#
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 depth of field focus distance, aperture and focal length over time.
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/// It requires you have in your scene an object with a PostProcessVolume
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/// with Depth of Field active, and a MMDepthOfFieldShaker component.
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/// </summary>
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[AddComponentMenu("")]
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[FeedbackHelp("This feedback allows you to control depth of field focus distance, aperture and focal length over time. " +
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"It requires you have in your scene an object with a PostProcessVolume " +
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"with Depth of Field active, and a MMDepthOfFieldShaker component.")]
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[FeedbackPath("PostProcess/Depth Of Field")]
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public class MMFeedbackDepthOfField : MMFeedback
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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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#endif
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[Header("Depth Of Field")]
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/// the channel to emit on
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[Tooltip("the channel to emit on")]
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public int Channel = 0;
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/// the duration of the shake, in seconds
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[Tooltip("the duration of the shake, in seconds")]
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public float ShakeDuration = 2f;
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/// whether or not to add to the initial values
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[Tooltip("whether or not to add to the initial values")]
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public bool RelativeValues = true;
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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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[Header("Focus Distance")]
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/// the curve used to animate the focus distance value on
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[Tooltip("the curve used to animate the focus distance value on")]
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public AnimationCurve ShakeFocusDistance = 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 RemapFocusDistanceZero = 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 RemapFocusDistanceOne = 3f;
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[Header("Aperture")]
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/// the curve used to animate the aperture value on
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[Tooltip("the curve used to animate the aperture value on")]
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public AnimationCurve ShakeAperture = 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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[Range(0.1f, 32f)]
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public float RemapApertureZero = 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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[Range(0.1f, 32f)]
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public float RemapApertureOne = 0f;
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[Header("Focal Length")]
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/// the curve used to animate the focal length value on
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[Tooltip("the curve used to animate the focal length value on")]
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public AnimationCurve ShakeFocalLength = 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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[Range(0f, 300f)]
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public float RemapFocalLengthZero = 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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[Range(0f, 300f)]
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public float RemapFocalLengthOne = 0f;
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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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/// <summary>
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/// Triggers a DoF 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 = Timing.ConstantIntensity ? 1f : feedbacksIntensity;
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MMDepthOfFieldShakeEvent.Trigger(ShakeFocusDistance, FeedbackDuration, RemapFocusDistanceZero, RemapFocusDistanceOne,
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ShakeAperture, RemapApertureZero, RemapApertureOne,
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ShakeFocalLength, RemapFocalLengthZero, RemapFocalLengthOne,
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RelativeValues, intensityMultiplier, ChannelData(Channel), ResetShakerValuesAfterShake, ResetTargetValuesAfterShake, NormalPlayDirection, Timing.TimescaleMode);
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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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MMDepthOfFieldShakeEvent.Trigger(ShakeFocusDistance, FeedbackDuration, RemapFocusDistanceZero, RemapFocusDistanceOne,
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ShakeAperture, RemapApertureZero, RemapApertureOne,
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ShakeFocalLength, RemapFocalLengthZero, RemapFocalLengthOne,
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RelativeValues, stop:true);
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}
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}
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} |