Files
7d2dXG/Mods/0A-KFCommonUtilityLib/KFAttached/GG Camera Shake/Runtime/CameraShakePresets.cs
Nathaniel Cosford 062dfab2cd Patched
2025-05-30 01:04:40 +09:30

114 lines
4.3 KiB
C#

using UnityEngine;
namespace CameraShake
{
/// <summary>
/// Contains shorthands for creating common shake types.
/// </summary>
public class CameraShakePresets
{
readonly CameraShaker shaker;
public CameraShakePresets(CameraShaker shaker)
{
this.shaker = shaker;
}
/// <summary>
/// Suitable for short and snappy shakes in 2D. Moves camera in X and Y axes and rotates it in Z axis.
/// </summary>
/// <param name="positionStrength">Strength of motion in X and Y axes.</param>
/// <param name="rotationStrength">Strength of rotation in Z axis.</param>
/// <param name="freq">Frequency of shaking.</param>
/// <param name="numBounces">Number of vibrations before stop.</param>
public void ShortShake2D(
float positionStrength = 0.08f,
float rotationStrength = 0.1f,
float freq = 25,
int numBounces = 5)
{
BounceShake.Params pars = new BounceShake.Params
{
positionStrength = positionStrength,
rotationStrength = rotationStrength,
freq = freq,
numBounces = numBounces
};
shaker.RegisterShake(new BounceShake(pars));
}
/// <summary>
/// Suitable for longer and stronger shakes in 3D. Rotates camera in all three axes.
/// </summary>
/// <param name="strength">Strength of the shake.</param>
/// <param name="freq">Frequency of shaking.</param>
/// <param name="numBounces">Number of vibrations before stop.</param>
public void ShortShake3D(
float strength = 0.3f,
float freq = 25,
int numBounces = 5)
{
BounceShake.Params pars = new BounceShake.Params
{
axesMultiplier = new Displacement(Vector3.zero, new Vector3(1, 1, 0.4f)),
rotationStrength = strength,
freq = freq,
numBounces = numBounces
};
shaker.RegisterShake(new BounceShake(pars));
}
/// <summary>
/// Suitable for longer and stronger shakes in 2D. Moves camera in X and Y axes and rotates it in Z axis.
/// </summary>
/// <param name="positionStrength">Strength of motion in X and Y axes.</param>
/// <param name="rotationStrength">Strength of rotation in Z axis.</param>
/// <param name="duration">Duration of the shake.</param>
public void Explosion2D(
float positionStrength = 1f,
float rotationStrength = 3,
float duration = 0.5f)
{
PerlinShake.NoiseMode[] modes =
{
new PerlinShake.NoiseMode(8, 1),
new PerlinShake.NoiseMode(20, 0.3f)
};
Envelope.EnvelopeParams envelopePars = new Envelope.EnvelopeParams();
envelopePars.decay = duration <= 0 ? 1 : 1 / duration;
PerlinShake.Params pars = new PerlinShake.Params
{
strength = new Displacement(new Vector3(1, 1) * positionStrength, Vector3.forward * rotationStrength),
noiseModes = modes,
envelope = envelopePars,
};
shaker.RegisterShake(new PerlinShake(pars));
}
/// <summary>
/// Suitable for longer and stronger shakes in 3D. Rotates camera in all three axes.
/// </summary>
/// <param name="strength">Strength of the shake.</param>
/// <param name="duration">Duration of the shake.</param>
public void Explosion3D(
float strength = 8f,
float duration = 0.7f)
{
PerlinShake.NoiseMode[] modes =
{
new PerlinShake.NoiseMode(6, 1),
new PerlinShake.NoiseMode(20, 0.2f)
};
Envelope.EnvelopeParams envelopePars = new Envelope.EnvelopeParams();
envelopePars.decay = duration <= 0 ? 1 : 1 / duration;
PerlinShake.Params pars = new PerlinShake.Params
{
strength = new Displacement(Vector3.zero, new Vector3(1, 1, 0.5f) * strength),
noiseModes = modes,
envelope = envelopePars,
};
shaker.RegisterShake(new PerlinShake(pars));
}
}
}