51 lines
1.7 KiB
C#
51 lines
1.7 KiB
C#
using UnityEngine;
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using NeoFPS.CharacterMotion;
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using NeoFPS.CharacterMotion.Parameters;
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using NeoSaveGames.Serialization;
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namespace NeoFPS
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{
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[MotionGraphElement("Camera/CameraShakeBehaviour", "CameraShakeBehaviour")]
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public class CameraShakeBehaviour : MotionGraphBehaviour
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{
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[SerializeField, Tooltip("An optional float parameter to multiply the shake value by. This allows for increasing shake while falling, etc.")]
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private FloatParameter m_ShakeMultiplier = null;
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[SerializeField, Range(0f, 1f), Tooltip("The strength of the jiggle effect (max angle is set in the Additive Jiggle component on the camera spring transform).")]
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private float m_ShakeStrength = 0.25f;
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private CameraShake m_Shake = null;
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public override void Initialise(MotionGraphConnectable o)
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{
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base.Initialise(o);
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var character = controller.GetComponent<ICharacter>();
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if (character != null)
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m_Shake = character.headTransformHandler.GetComponent<CameraShake>();
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}
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public override void OnEnter()
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{
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if (m_Shake != null)
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{
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if (m_ShakeMultiplier != null)
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m_Shake.continuousShake = m_ShakeStrength * m_ShakeMultiplier.value;
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else
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m_Shake.continuousShake = m_ShakeStrength;
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}
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}
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public override void Update()
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{
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if (m_ShakeMultiplier != null && m_Shake != null)
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m_Shake.continuousShake = m_ShakeStrength * m_ShakeMultiplier.value;
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}
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public override void OnExit()
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{
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if (m_Shake != null)
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m_Shake.continuousShake = 0f;
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}
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}
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} |