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); } } }