81 lines
3.9 KiB
C#
81 lines
3.9 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using MoreMountains.Feedbacks;
|
|
|
|
namespace MoreMountains.FeedbacksForThirdParty
|
|
{
|
|
/// <summary>
|
|
/// This feedback allows you to control bloom intensity and threshold over time. It requires you have in your scene an object with a PostProcessVolume
|
|
/// with Bloom active, and a MMBloomShaker component.
|
|
/// </summary>
|
|
[AddComponentMenu("")]
|
|
[FeedbackHelp("This feedback allows you to control bloom intensity and threshold over time. It requires you have in your scene an object with a PostProcessVolume " +
|
|
"with Bloom active, and a MMBloomShaker component.")]
|
|
[FeedbackPath("PostProcess/Bloom")]
|
|
public class MMFeedbackBloom : MMFeedback
|
|
{
|
|
/// sets the inspector color for this feedback
|
|
#if UNITY_EDITOR
|
|
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.PostProcessColor; } }
|
|
#endif
|
|
|
|
[Header("Bloom")]
|
|
/// the channel to emit on
|
|
[Tooltip("the channel to emit on")]
|
|
public int Channel = 0;
|
|
/// the duration of the feedback, in seconds
|
|
[Tooltip("the duration of the feedback, in seconds")]
|
|
public float ShakeDuration = 0.2f;
|
|
/// 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;
|
|
/// whether or not to add to the initial intensity
|
|
[Tooltip("whether or not to add to the initial intensity")]
|
|
public bool RelativeValues = true;
|
|
|
|
[Header("Intensity")]
|
|
/// the curve to animate the intensity on
|
|
[Tooltip("the curve to animate the intensity on")]
|
|
public AnimationCurve ShakeIntensity = 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 RemapIntensityZero = 0f;
|
|
/// the value to remap the curve's 1 to
|
|
[Tooltip("the value to remap the curve's 1 to")]
|
|
public float RemapIntensityOne = 1f;
|
|
|
|
[Header("Threshold")]
|
|
/// the curve to animate the threshold on
|
|
[Tooltip("the curve to animate the threshold on")]
|
|
public AnimationCurve ShakeThreshold = 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 RemapThresholdZero = 0f;
|
|
/// the value to remap the curve's 1 to
|
|
[Tooltip("the value to remap the curve's 1 to")]
|
|
public float RemapThresholdOne = 0f;
|
|
|
|
/// the duration of this feedback is the duration of the shake
|
|
public override float FeedbackDuration { get { return ApplyTimeMultiplier(ShakeDuration); } set { ShakeDuration = value; } }
|
|
|
|
/// <summary>
|
|
/// Triggers a bloom shake
|
|
/// </summary>
|
|
/// <param name="position"></param>
|
|
/// <param name="feedbacksIntensity"></param>
|
|
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
|
|
{
|
|
if (Active)
|
|
{
|
|
float intensityMultiplier = Timing.ConstantIntensity ? 1f : feedbacksIntensity;
|
|
MMBloomShakeEvent.Trigger(ShakeIntensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, ShakeThreshold, RemapThresholdZero, RemapThresholdOne,
|
|
RelativeValues, intensityMultiplier, Channel, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake, NormalPlayDirection, Timing.TimescaleMode);
|
|
}
|
|
}
|
|
}
|
|
}
|