using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cinemachine;
using MoreMountains.Feedbacks;
namespace MoreMountains.FeedbacksForThirdParty
{
///
/// Add this to a Cinemachine virtual camera and it'll let you control its near and far clipping planes
///
[AddComponentMenu("More Mountains/Feedbacks/Shakers/Cinemachine/MMCinemachineClippingPlanesShaker")]
[RequireComponent(typeof(CinemachineVirtualCamera))]
public class MMCinemachineClippingPlanesShaker : MMShaker
{
[Header("Clipping Planes")]
/// whether or not to add to the initial value
public bool RelativeClippingPlanes = false;
[Header("Near Plane")]
/// the curve used to animate the intensity value on
[Tooltip("the curve used to animate the intensity value on")]
public AnimationCurve ShakeNear = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
/// the value to remap the curve's 0 to
[Tooltip("the value to remap the curve's 0 to")]
public float RemapNearZero = 0.3f;
/// the value to remap the curve's 1 to
[Tooltip("the value to remap the curve's 1 to")]
public float RemapNearOne = 100f;
[Header("Far Plane")]
/// the curve used to animate the intensity value on
[Tooltip("the curve used to animate the intensity value on")]
public AnimationCurve ShakeFar = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
/// the value to remap the curve's 0 to
[Tooltip("the value to remap the curve's 0 to")]
public float RemapFarZero = 1000f;
/// the value to remap the curve's 1 to
[Tooltip("the value to remap the curve's 1 to")]
public float RemapFarOne = 1000f;
protected CinemachineVirtualCamera _targetCamera;
protected float _initialNear;
protected float _initialFar;
protected float _originalShakeDuration;
protected bool _originalRelativeClippingPlanes;
protected AnimationCurve _originalShakeNear;
protected float _originalRemapNearZero;
protected float _originalRemapNearOne;
protected AnimationCurve _originalShakeFar;
protected float _originalRemapFarZero;
protected float _originalRemapFarOne;
///
/// On init we initialize our values
///
protected override void Initialization()
{
base.Initialization();
_targetCamera = this.gameObject.GetComponent();
}
///
/// When that shaker gets added, we initialize its shake duration
///
protected virtual void Reset()
{
ShakeDuration = 0.5f;
}
///
/// Shakes values over time
///
protected override void Shake()
{
float newNear = ShakeFloat(ShakeNear, RemapNearZero, RemapNearOne, RelativeClippingPlanes, _initialNear);
_targetCamera.m_Lens.NearClipPlane = newNear;
float newFar = ShakeFloat(ShakeFar, RemapFarZero, RemapFarOne, RelativeClippingPlanes, _initialFar);
_targetCamera.m_Lens.FarClipPlane = newFar;
}
///
/// Collects initial values on the target
///
protected override void GrabInitialValues()
{
_initialNear = _targetCamera.m_Lens.NearClipPlane;
_initialFar = _targetCamera.m_Lens.FarClipPlane;
}
///
/// When we get the appropriate event, we trigger a shake
///
///
///
///
///
///
///
public virtual void OnMMCameraClippingPlanesShakeEvent(AnimationCurve animNearCurve, float duration, float remapNearMin, float remapNearMax, AnimationCurve animFarCurve, float remapFarMin, float remapFarMax, bool relativeValues = false,
float feedbacksIntensity = 1.0f, int channel = 0, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true, bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled)
{
if (!CheckEventAllowed(channel) || (!Interruptible && Shaking))
{
return;
}
_resetShakerValuesAfterShake = resetShakerValuesAfterShake;
_resetTargetValuesAfterShake = resetTargetValuesAfterShake;
if (resetShakerValuesAfterShake)
{
_originalShakeDuration = ShakeDuration;
_originalShakeNear = ShakeNear;
_originalShakeFar = ShakeFar;
_originalRemapNearZero = RemapNearZero;
_originalRemapNearOne = RemapNearOne;
_originalRemapFarZero = RemapFarZero;
_originalRemapFarOne = RemapFarOne;
_originalRelativeClippingPlanes = RelativeClippingPlanes;
}
TimescaleMode = timescaleMode;
ShakeDuration = duration;
ShakeNear = animNearCurve;
RemapNearZero = remapNearMin * feedbacksIntensity;
RemapNearOne = remapNearMax * feedbacksIntensity;
ShakeFar = animFarCurve;
RemapFarZero = remapFarMin * feedbacksIntensity;
RemapFarOne = remapFarMax * feedbacksIntensity;
RelativeClippingPlanes = relativeValues;
ForwardDirection = forwardDirection;
Play();
}
///
/// Resets the target's values
///
protected override void ResetTargetValues()
{
base.ResetTargetValues();
_targetCamera.m_Lens.NearClipPlane = _initialNear;
_targetCamera.m_Lens.FarClipPlane = _initialFar;
}
///
/// Resets the shaker's values
///
protected override void ResetShakerValues()
{
base.ResetShakerValues();
ShakeDuration = _originalShakeDuration;
ShakeNear = _originalShakeNear;
ShakeFar = _originalShakeFar;
RemapNearZero = _originalRemapNearZero;
RemapNearOne = _originalRemapNearOne;
RemapFarZero = _originalRemapFarZero;
RemapFarOne = _originalRemapFarOne;
RelativeClippingPlanes = _originalRelativeClippingPlanes;
}
///
/// Starts listening for events
///
public override void StartListening()
{
base.StartListening();
MMCameraClippingPlanesShakeEvent.Register(OnMMCameraClippingPlanesShakeEvent);
}
///
/// Stops listening for events
///
public override void StopListening()
{
base.StopListening();
MMCameraClippingPlanesShakeEvent.Unregister(OnMMCameraClippingPlanesShakeEvent);
}
}
}