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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- namespace MirzaBeig
- {
- namespace ParticleSystems
- {
- namespace Demos
- {
- public enum CameraShakeTarget
- {
- Position,
- Rotation
- }
- public enum CameraShakeAmplitudeCurve
- {
- Constant,
- // Fade in fully at 25%, 50%, and 75% of lifetime.
- FadeInOut25,
- FadeInOut50,
- FadeInOut75,
- }
- public enum CameraShakeAmplitudeOverDistanceCurve
- {
- Constant,
- LinearFadeIn,
- LinearFadeOut
- }
- public class CameraShake : MonoBehaviour
- {
- [System.Serializable]
- public class Shake
- {
- public float amplitude = 1.0f;
- public float frequency = 1.0f;
- public float duration;
- [HideInInspector]
- public CameraShakeTarget target;
- float timeRemaining;
- Vector2 perlinNoiseX;
- Vector2 perlinNoiseY;
- Vector2 perlinNoiseZ;
- [HideInInspector]
- public Vector3 noise;
- public AnimationCurve amplitudeOverLifetimeCurve = new AnimationCurve(new Keyframe(0.0f, 1.0f), new Keyframe(1.0f, 0.0f));
- public void Init()
- {
- timeRemaining = duration;
- ApplyRandomSeed();
- }
- void Init(float amplitude, float frequency, float duration, CameraShakeTarget target)
- {
- this.amplitude = amplitude;
- this.frequency = frequency;
- this.duration = duration;
- timeRemaining = duration;
- this.target = target;
- ApplyRandomSeed();
- }
- public void ApplyRandomSeed()
- {
- float randomRange = 32.0f;
- perlinNoiseX.x = Random.Range(-randomRange, randomRange);
- perlinNoiseX.y = Random.Range(-randomRange, randomRange);
- perlinNoiseY.x = Random.Range(-randomRange, randomRange);
- perlinNoiseY.y = Random.Range(-randomRange, randomRange);
- perlinNoiseZ.x = Random.Range(-randomRange, randomRange);
- perlinNoiseZ.y = Random.Range(-randomRange, randomRange);
- }
- public Shake(float amplitude, float frequency, float duration, CameraShakeTarget target, AnimationCurve amplitudeOverLifetimeCurve)
- {
- Init(amplitude, frequency, duration, target);
- this.amplitudeOverLifetimeCurve = amplitudeOverLifetimeCurve;
- }
- public Shake(float amplitude, float frequency, float duration, CameraShakeTarget target, CameraShakeAmplitudeCurve amplitudeOverLifetimeCurve)
- {
- Init(amplitude, frequency, duration, target);
- switch (amplitudeOverLifetimeCurve)
- {
- case CameraShakeAmplitudeCurve.Constant:
- {
- this.amplitudeOverLifetimeCurve = AnimationCurve.Linear(0.0f, 1.0f, 1.0f, 1.0f);
- break;
- }
- case CameraShakeAmplitudeCurve.FadeInOut25:
- {
- this.amplitudeOverLifetimeCurve = new AnimationCurve(new Keyframe(0.0f, 0.0f), new Keyframe(0.25f, 1.0f), new Keyframe(1.0f, 0.0f));
- break;
- }
- case CameraShakeAmplitudeCurve.FadeInOut50:
- {
- this.amplitudeOverLifetimeCurve = new AnimationCurve(new Keyframe(0.0f, 0.0f), new Keyframe(0.50f, 1.0f), new Keyframe(1.0f, 0.0f));
- break;
- }
- case CameraShakeAmplitudeCurve.FadeInOut75:
- {
- this.amplitudeOverLifetimeCurve = new AnimationCurve(new Keyframe(0.0f, 0.0f), new Keyframe(0.75f, 1.0f), new Keyframe(1.0f, 0.0f));
- break;
- }
- default:
- {
- throw new System.Exception("Unknown enum.");
- }
- }
- }
- public bool IsAlive()
- {
- return timeRemaining > 0.0f;
- }
- public void Update()
- {
- if (timeRemaining < 0.0f)
- {
- return;
- }
- Vector2 frequencyVector = Time.deltaTime * new Vector2(frequency, frequency);
- perlinNoiseX += frequencyVector;
- perlinNoiseY += frequencyVector;
- perlinNoiseZ += frequencyVector;
- noise.x = Mathf.PerlinNoise(perlinNoiseX.x, perlinNoiseX.y) - 0.5f;
- noise.y = Mathf.PerlinNoise(perlinNoiseY.x, perlinNoiseY.y) - 0.5f;
- noise.z = Mathf.PerlinNoise(perlinNoiseZ.x, perlinNoiseZ.y) - 0.5f;
- float amplitudeOverLifetime = amplitudeOverLifetimeCurve.Evaluate(1.0f - (timeRemaining / duration));
- noise *= amplitude * amplitudeOverLifetime;
- timeRemaining -= Time.deltaTime;
- }
- }
- // ...
- public float smoothDampTime = 0.025f;
- Vector3 smoothDampPositionVelocity;
- float smoothDampRotationVelocityX;
- float smoothDampRotationVelocityY;
- float smoothDampRotationVelocityZ;
- List<Shake> shakes = new List<Shake>();
- // ...
- void Start()
- {
- }
- // ...
- public void Add(float amplitude, float frequency, float duration, CameraShakeTarget target, AnimationCurve amplitudeOverLifetimeCurve)
- {
- shakes.Add(new Shake(amplitude, frequency, duration, target, amplitudeOverLifetimeCurve));
- }
- public void Add(float amplitude, float frequency, float duration, CameraShakeTarget target, CameraShakeAmplitudeCurve amplitudeOverLifetimeCurve)
- {
- shakes.Add(new Shake(amplitude, frequency, duration, target, amplitudeOverLifetimeCurve));
- }
- // ...
- void Update()
- {
- if (Input.GetKeyDown(KeyCode.F))
- {
- Add(0.25f, 1.0f, 2.0f, CameraShakeTarget.Position, CameraShakeAmplitudeCurve.FadeInOut25);
- }
- if (Input.GetKeyDown(KeyCode.G))
- {
- Add(15.0f, 1.0f, 2.0f, CameraShakeTarget.Rotation, CameraShakeAmplitudeCurve.FadeInOut25);
- }
- if (Input.GetKey(KeyCode.H))
- {
- }
- Vector3 positionOffset = Vector3.zero;
- Vector3 rotationOffset = Vector3.zero;
- for (int i = 0; i < shakes.Count; i++)
- {
- shakes[i].Update();
- if (shakes[i].target == CameraShakeTarget.Position)
- {
- positionOffset += shakes[i].noise;
- }
- else
- {
- rotationOffset += shakes[i].noise;
- }
- }
- shakes.RemoveAll(x => !x.IsAlive());
- transform.localPosition = Vector3.SmoothDamp(transform.localPosition, positionOffset, ref smoothDampPositionVelocity, smoothDampTime);
- Vector3 eulerAngles = transform.localEulerAngles;
- eulerAngles.x = Mathf.SmoothDampAngle(eulerAngles.x, rotationOffset.x, ref smoothDampRotationVelocityX, smoothDampTime);
- eulerAngles.y = Mathf.SmoothDampAngle(eulerAngles.y, rotationOffset.y, ref smoothDampRotationVelocityY, smoothDampTime);
- eulerAngles.z = Mathf.SmoothDampAngle(eulerAngles.z, rotationOffset.z, ref smoothDampRotationVelocityZ, smoothDampTime);
- transform.localEulerAngles = eulerAngles;
- }
- }
- }
- }
- }
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