205 lines
8.6 KiB
C#
205 lines
8.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering.PostProcessing;
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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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/// Add this class to a Camera with a bloom post processing and it'll be able to "shake" its values by getting events
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/// </summary>
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[AddComponentMenu("More Mountains/Feedbacks/Shakers/PostProcessing/MMBloomShaker")]
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[RequireComponent(typeof(PostProcessVolume))]
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public class MMBloomShaker : MMShaker
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{
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/// whether or not to add to the initial value
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public bool RelativeValues = true;
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[Header("Intensity")]
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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 ShakeIntensity = 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 RemapIntensityZero = 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 RemapIntensityOne = 10f;
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[Header("Threshold")]
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/// the curve used to animate the threshold value on
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[Tooltip("the curve used to animate the threshold value on")]
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public AnimationCurve ShakeThreshold = 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 RemapThresholdZero = 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 RemapThresholdOne = 0f;
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protected PostProcessVolume _volume;
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protected Bloom _bloom;
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protected float _initialIntensity;
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protected float _initialThreshold;
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protected float _originalShakeDuration;
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protected bool _originalRelativeIntensity;
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protected AnimationCurve _originalShakeIntensity;
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protected float _originalRemapIntensityZero;
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protected float _originalRemapIntensityOne;
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protected AnimationCurve _originalShakeThreshold;
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protected float _originalRemapThresholdZero;
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protected float _originalRemapThresholdOne;
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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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_volume = this.gameObject.GetComponent<PostProcessVolume>();
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_volume.profile.TryGetSettings(out _bloom);
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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 newIntensity = ShakeFloat(ShakeIntensity, RemapIntensityZero, RemapIntensityOne, RelativeValues, _initialIntensity);
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_bloom.intensity.Override(newIntensity);
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float newThreshold = ShakeFloat(ShakeThreshold, RemapThresholdZero, RemapThresholdOne, RelativeValues, _initialThreshold);
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_bloom.threshold.Override(newThreshold);
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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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_initialIntensity = _bloom.intensity;
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_initialThreshold = _bloom.threshold;
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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="intensity"></param>
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/// <param name="duration"></param>
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/// <param name="amplitude"></param>
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/// <param name="relativeIntensity"></param>
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/// <param name="feedbacksIntensity"></param>
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/// <param name="channel"></param>
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public virtual void OnBloomShakeEvent(AnimationCurve intensity, float duration, float remapMin, float remapMax,
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AnimationCurve threshold, float remapThresholdMin, float remapThresholdMax, bool relativeIntensity = false,
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float feedbacksIntensity = 1.0f, int channel = 0, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true, bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled)
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{
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if (!CheckEventAllowed(channel) || (!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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_originalShakeIntensity = ShakeIntensity;
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_originalRemapIntensityZero = RemapIntensityZero;
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_originalRemapIntensityOne = RemapIntensityOne;
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_originalRelativeIntensity = RelativeValues;
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_originalShakeThreshold = ShakeThreshold;
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_originalRemapThresholdZero = RemapThresholdZero;
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_originalRemapThresholdOne = RemapThresholdOne;
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}
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TimescaleMode = timescaleMode;
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ShakeDuration = duration;
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ShakeIntensity = intensity;
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RemapIntensityZero = remapMin * feedbacksIntensity;
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RemapIntensityOne = remapMax * feedbacksIntensity;
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RelativeValues = relativeIntensity;
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ShakeThreshold = threshold;
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RemapThresholdZero = remapThresholdMin;
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RemapThresholdOne = remapThresholdMax;
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ForwardDirection = forwardDirection;
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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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_bloom.intensity.Override(_initialIntensity);
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_bloom.threshold.Override(_initialThreshold);
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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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ShakeIntensity = _originalShakeIntensity;
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RemapIntensityZero = _originalRemapIntensityZero;
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RemapIntensityOne = _originalRemapIntensityOne;
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RelativeValues = _originalRelativeIntensity;
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ShakeThreshold = _originalShakeThreshold;
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RemapThresholdZero = _originalRemapThresholdZero;
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RemapThresholdOne = _originalRemapThresholdOne;
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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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MMBloomShakeEvent.Register(OnBloomShakeEvent);
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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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MMBloomShakeEvent.Unregister(OnBloomShakeEvent);
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}
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}
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/// <summary>
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/// An event used to trigger vignette shakes
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/// </summary>
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public struct MMBloomShakeEvent
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{
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public delegate void Delegate(AnimationCurve intensity, float duration, float remapMin, float remapMax,
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AnimationCurve threshold, float remapThresholdMin, float remapThresholdMax, bool relativeIntensity = false,
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float feedbacksIntensity = 1.0f, int channel = 0, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true, bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled);
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static private event Delegate OnEvent;
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static public void Register(Delegate callback)
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{
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OnEvent += callback;
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}
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static public void Unregister(Delegate callback)
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{
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OnEvent -= callback;
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}
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static public void Trigger(AnimationCurve intensity, float duration, float remapMin, float remapMax,
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AnimationCurve threshold, float remapThresholdMin, float remapThresholdMax, bool relativeIntensity = false,
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float feedbacksIntensity = 1.0f, int channel = 0, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true, bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled)
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{
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OnEvent?.Invoke(intensity, duration, remapMin, remapMax, threshold, remapThresholdMin, remapThresholdMax, relativeIntensity,
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feedbacksIntensity, channel, resetShakerValuesAfterShake, resetTargetValuesAfterShake, forwardDirection, timescaleMode);
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}
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}
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}
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