using System.Collections; using System.Collections.Generic; using UnityEngine; using MoreMountains.Feedbacks; namespace MoreMountains.FeedbacksForThirdParty { /// /// This feedback allows you to control depth of field focus distance, aperture and focal length over time. /// It requires you have in your scene an object with a PostProcessVolume /// with Depth of Field active, and a MMDepthOfFieldShaker component. /// [AddComponentMenu("")] [FeedbackHelp("This feedback allows you to control depth of field focus distance, aperture and focal length over time. " + "It requires you have in your scene an object with a PostProcessVolume " + "with Depth of Field active, and a MMDepthOfFieldShaker component.")] [FeedbackPath("PostProcess/Depth Of Field")] public class MMFeedbackDepthOfField : MMFeedback { /// sets the inspector color for this feedback #if UNITY_EDITOR public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.PostProcessColor; } } #endif [Header("Depth Of Field")] /// the channel to emit on [Tooltip("the channel to emit on")] public int Channel = 0; /// the duration of the shake, in seconds [Tooltip("the duration of the shake, in seconds")] public float ShakeDuration = 2f; /// whether or not to add to the initial values [Tooltip("whether or not to add to the initial values")] public bool RelativeValues = true; /// 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; [Header("Focus Distance")] /// the curve used to animate the focus distance value on [Tooltip("the curve used to animate the focus distance value on")] public AnimationCurve ShakeFocusDistance = 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 RemapFocusDistanceZero = 0f; /// the value to remap the curve's 1 to [Tooltip("the value to remap the curve's 1 to")] public float RemapFocusDistanceOne = 3f; [Header("Aperture")] /// the curve used to animate the aperture value on [Tooltip("the curve used to animate the aperture value on")] public AnimationCurve ShakeAperture = 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")] [Range(0.1f, 32f)] public float RemapApertureZero = 0f; /// the value to remap the curve's 1 to [Tooltip("the value to remap the curve's 1 to")] [Range(0.1f, 32f)] public float RemapApertureOne = 0f; [Header("Focal Length")] /// the curve used to animate the focal length value on [Tooltip("the curve used to animate the focal length value on")] public AnimationCurve ShakeFocalLength = 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")] [Range(0f, 300f)] public float RemapFocalLengthZero = 0f; /// the value to remap the curve's 1 to [Tooltip("the value to remap the curve's 1 to")] [Range(0f, 300f)] public float RemapFocalLengthOne = 0f; /// the duration of this feedback is the duration of the shake public override float FeedbackDuration { get { return ApplyTimeMultiplier(ShakeDuration); } set { ShakeDuration = value; } } /// /// Triggers a DoF shake /// /// /// protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f) { if (Active) { float intensityMultiplier = Timing.ConstantIntensity ? 1f : feedbacksIntensity; MMDepthOfFieldShakeEvent.Trigger(ShakeFocusDistance, FeedbackDuration, RemapFocusDistanceZero, RemapFocusDistanceOne, ShakeAperture, RemapApertureZero, RemapApertureOne, ShakeFocalLength, RemapFocalLengthZero, RemapFocalLengthOne, RelativeValues, intensityMultiplier, Channel, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake, NormalPlayDirection, Timing.TimescaleMode); } } } }