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180 lines
5.4 KiB
C#
180 lines
5.4 KiB
C#
using UnityEngine;
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#if MM_CINEMACHINE
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using Cinemachine;
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#endif
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using MoreMountains.Feedbacks;
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using MoreMountains.Tools;
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namespace MoreMountains.FeedbacksForThirdParty
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{
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/// <summary>
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/// Add this to a Cinemachine virtual camera and it'll let you control its field of view over time, can be piloted by a MMFeedbackCameraFieldOfView
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/// </summary>
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[AddComponentMenu("More Mountains/Feedbacks/Shakers/Cinemachine/MMCinemachineFieldOfViewShaker")]
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#if MM_CINEMACHINE
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[RequireComponent(typeof(CinemachineVirtualCamera))]
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#endif
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public class MMCinemachineFieldOfViewShaker : MMShaker
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{
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[MMInspectorGroup("Field of view", true, 41)]
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/// whether or not to add to the initial value
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[Tooltip("whether or not to add to the initial value")]
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public bool RelativeFieldOfView = false;
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/// the curve used to animate the intensity value on
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[Tooltip("the curve used to animate the intensity value on")]
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public AnimationCurve ShakeFieldOfView = 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, 179f)]
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public float RemapFieldOfViewZero = 60f;
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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, 179f)]
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public float RemapFieldOfViewOne = 120f;
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#if MM_CINEMACHINE
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protected CinemachineVirtualCamera _targetCamera;
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protected float _initialFieldOfView;
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protected float _originalShakeDuration;
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protected bool _originalRelativeFieldOfView;
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protected AnimationCurve _originalShakeFieldOfView;
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protected float _originalRemapFieldOfViewZero;
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protected float _originalRemapFieldOfViewOne;
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/// <summary>
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/// On init we initialize our values
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/// </summary>
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protected override void Initialization()
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{
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base.Initialization();
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_targetCamera = this.gameObject.GetComponent<CinemachineVirtualCamera>();
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}
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/// <summary>
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/// When that shaker gets added, we initialize its shake duration
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/// </summary>
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protected virtual void Reset()
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{
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ShakeDuration = 0.5f;
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}
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/// <summary>
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/// Shakes values over time
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/// </summary>
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protected override void Shake()
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{
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float newFieldOfView = ShakeFloat(ShakeFieldOfView, RemapFieldOfViewZero, RemapFieldOfViewOne, RelativeFieldOfView, _initialFieldOfView);
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_targetCamera.m_Lens.FieldOfView = newFieldOfView;
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}
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/// <summary>
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/// Collects initial values on the target
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/// </summary>
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protected override void GrabInitialValues()
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{
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_initialFieldOfView = _targetCamera.m_Lens.FieldOfView;
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}
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/// <summary>
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/// When we get the appropriate event, we trigger a shake
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/// </summary>
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/// <param name="distortionCurve"></param>
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/// <param name="duration"></param>
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/// <param name="amplitude"></param>
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/// <param name="relativeDistortion"></param>
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/// <param name="feedbacksIntensity"></param>
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/// <param name="channel"></param>
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public virtual void OnMMCameraFieldOfViewShakeEvent(AnimationCurve distortionCurve, float duration, float remapMin, float remapMax, bool relativeDistortion = false,
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float feedbacksIntensity = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true, bool forwardDirection = true,
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TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
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{
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if (!CheckEventAllowed(channelData))
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{
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return;
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}
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if (stop)
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{
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Stop();
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return;
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}
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if (restore)
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{
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ResetTargetValues();
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return;
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}
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if (!Interruptible && Shaking)
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{
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return;
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}
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_resetShakerValuesAfterShake = resetShakerValuesAfterShake;
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_resetTargetValuesAfterShake = resetTargetValuesAfterShake;
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if (resetShakerValuesAfterShake)
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{
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_originalShakeDuration = ShakeDuration;
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_originalShakeFieldOfView = ShakeFieldOfView;
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_originalRemapFieldOfViewZero = RemapFieldOfViewZero;
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_originalRemapFieldOfViewOne = RemapFieldOfViewOne;
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_originalRelativeFieldOfView = RelativeFieldOfView;
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}
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if (!OnlyUseShakerValues)
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{
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TimescaleMode = timescaleMode;
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ShakeDuration = duration;
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ShakeFieldOfView = distortionCurve;
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RemapFieldOfViewZero = remapMin * feedbacksIntensity;
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RemapFieldOfViewOne = remapMax * feedbacksIntensity;
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RelativeFieldOfView = relativeDistortion;
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ForwardDirection = forwardDirection;
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}
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Play();
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}
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/// <summary>
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/// Resets the target's values
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/// </summary>
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protected override void ResetTargetValues()
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{
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base.ResetTargetValues();
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_targetCamera.m_Lens.FieldOfView = _initialFieldOfView;
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}
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/// <summary>
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/// Resets the shaker's values
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/// </summary>
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protected override void ResetShakerValues()
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{
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base.ResetShakerValues();
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ShakeDuration = _originalShakeDuration;
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ShakeFieldOfView = _originalShakeFieldOfView;
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RemapFieldOfViewZero = _originalRemapFieldOfViewZero;
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RemapFieldOfViewOne = _originalRemapFieldOfViewOne;
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RelativeFieldOfView = _originalRelativeFieldOfView;
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}
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/// <summary>
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/// Starts listening for events
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/// </summary>
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public override void StartListening()
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{
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base.StartListening();
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MMCameraFieldOfViewShakeEvent.Register(OnMMCameraFieldOfViewShakeEvent);
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}
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/// <summary>
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/// Stops listening for events
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/// </summary>
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public override void StopListening()
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{
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base.StopListening();
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MMCameraFieldOfViewShakeEvent.Unregister(OnMMCameraFieldOfViewShakeEvent);
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}
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#endif
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}
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} |