194 lines
7.6 KiB
C#
194 lines
7.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Cinemachine;
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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 to a Cinemachine virtual camera and it'll let you control its near and far clipping planes
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/// </summary>
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[AddComponentMenu("More Mountains/Feedbacks/Shakers/Cinemachine/MMCinemachineClippingPlanesShaker")]
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[RequireComponent(typeof(CinemachineVirtualCamera))]
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public class MMCinemachineClippingPlanesShaker : MMShaker
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{
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[Header("Clipping Planes")]
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/// whether or not to add to the initial value
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public bool RelativeClippingPlanes = false;
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[Header("Near Plane")]
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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 ShakeNear = 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 RemapNearZero = 0.3f;
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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 RemapNearOne = 100f;
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[Header("Far Plane")]
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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 ShakeFar = 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 RemapFarZero = 1000f;
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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 RemapFarOne = 1000f;
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protected CinemachineVirtualCamera _targetCamera;
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protected float _initialNear;
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protected float _initialFar;
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protected float _originalShakeDuration;
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protected bool _originalRelativeClippingPlanes;
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protected AnimationCurve _originalShakeNear;
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protected float _originalRemapNearZero;
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protected float _originalRemapNearOne;
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protected AnimationCurve _originalShakeFar;
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protected float _originalRemapFarZero;
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protected float _originalRemapFarOne;
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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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_targetCamera = this.gameObject.GetComponent<CinemachineVirtualCamera>();
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}
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/// <summary>
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/// When that shaker gets added, we initialize its shake duration
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/// </summary>
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protected virtual void Reset()
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{
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ShakeDuration = 0.5f;
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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 newNear = ShakeFloat(ShakeNear, RemapNearZero, RemapNearOne, RelativeClippingPlanes, _initialNear);
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_targetCamera.m_Lens.NearClipPlane = newNear;
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float newFar = ShakeFloat(ShakeFar, RemapFarZero, RemapFarOne, RelativeClippingPlanes, _initialFar);
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_targetCamera.m_Lens.FarClipPlane = newFar;
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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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_initialNear = _targetCamera.m_Lens.NearClipPlane;
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_initialFar = _targetCamera.m_Lens.FarClipPlane;
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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="distortionCurve"></param>
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/// <param name="duration"></param>
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/// <param name="amplitude"></param>
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/// <param name="relativeDistortion"></param>
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/// <param name="feedbacksIntensity"></param>
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/// <param name="channel"></param>
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public virtual void OnMMCameraClippingPlanesShakeEvent(AnimationCurve animNearCurve, float duration, float remapNearMin, float remapNearMax, AnimationCurve animFarCurve, float remapFarMin, float remapFarMax, bool relativeValues = 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, bool stop = false)
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{
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if (!CheckEventAllowed(channel))
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{
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return;
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}
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if (stop)
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{
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Stop();
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return;
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}
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if (!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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_originalShakeNear = ShakeNear;
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_originalShakeFar = ShakeFar;
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_originalRemapNearZero = RemapNearZero;
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_originalRemapNearOne = RemapNearOne;
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_originalRemapFarZero = RemapFarZero;
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_originalRemapFarOne = RemapFarOne;
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_originalRelativeClippingPlanes = RelativeClippingPlanes;
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}
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TimescaleMode = timescaleMode;
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ShakeDuration = duration;
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ShakeNear = animNearCurve;
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RemapNearZero = remapNearMin * feedbacksIntensity;
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RemapNearOne = remapNearMax * feedbacksIntensity;
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ShakeFar = animFarCurve;
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RemapFarZero = remapFarMin * feedbacksIntensity;
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RemapFarOne = remapFarMax * feedbacksIntensity;
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RelativeClippingPlanes = relativeValues;
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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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_targetCamera.m_Lens.NearClipPlane = _initialNear;
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_targetCamera.m_Lens.FarClipPlane = _initialFar;
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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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ShakeNear = _originalShakeNear;
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ShakeFar = _originalShakeFar;
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RemapNearZero = _originalRemapNearZero;
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RemapNearOne = _originalRemapNearOne;
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RemapFarZero = _originalRemapFarZero;
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RemapFarOne = _originalRemapFarOne;
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RelativeClippingPlanes = _originalRelativeClippingPlanes;
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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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MMCameraClippingPlanesShakeEvent.Register(OnMMCameraClippingPlanesShakeEvent);
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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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MMCameraClippingPlanesShakeEvent.Unregister(OnMMCameraClippingPlanesShakeEvent);
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}
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}
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}
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