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diff --git a/Assets/FirstGearGames/SmoothCameraShaker/Scripts/CameraShakerHandler.cs b/Assets/FirstGearGames/SmoothCameraShaker/Scripts/CameraShakerHandler.cs
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index 00000000..82fc938f
--- /dev/null
+++ b/Assets/FirstGearGames/SmoothCameraShaker/Scripts/CameraShakerHandler.cs
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+
+using FirstGearGames.Utilities.Objects;
+using System;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace FirstGearGames.SmoothCameraShaker
+{
+
+ public class CameraShakerHandler : MonoBehaviour
+ {
+ #region Public.
+ ///
+ /// Dispatched after the default Shaker is changed.
+ ///
+ public static event Action OnDefaultShakerChanged;
+ ///
+ /// Dispatched after the default Shaker is changed. Obsolete: use OnDefaultShakerChanged instead.
+ ///
+ [Obsolete("Obsolete: use OnDefaultShakerChanged instead.")]
+ public static event Action OnDefaultCameraShakerChanged
+ {
+ add { OnDefaultShakerChanged += value; }
+ remove { OnDefaultShakerChanged -= value; }
+ }
+ ///
+ /// Dispatched when shaking starts when previously stopped on all Shakers.
+ ///
+ public static event Action OnAllShakingStarted;
+ ///
+ /// Dispatched when shaking ends on all Shakers.
+ ///
+ public static event Action OnAllShakingEnded;
+ ///
+ /// Dispatched every update a shake occurs. This is the total values of InstantiatedShakers.
+ ///
+ public static event Action OnAllShakeUpdate;
+ ///
+ /// Dispatched every fixed update a shake occurs. Contains the shake values from last update of InstantiatedShakers.
+ ///
+ public static event Action OnAllShakeFixedUpdate;
+ ///
+ /// Dispatched when shaking starts on any Shaker.
+ ///
+ public static event Action OnShakingStarted;
+ ///
+ /// Dispatched when shaking ends on any Shaker.
+ ///
+ public static event Action OnShakingEnded;
+ ///
+ /// Dispatched every update a shake occurs on any Shaker.
+ ///
+ public static event Action OnShakeUpdate;
+ ///
+ /// Dispatched every fixed updated a shake occurs on any Shaker. Contains the shake values from last update.
+ ///
+ public static event Action OnShakeFixedUpdate;
+ ///
+ /// Dispatched after a Shaker is added to InstantiatedShakers.
+ ///
+ public static event Action OnShakerInstantiated;
+ ///
+ /// Dispatched after a Shaker is added to InstantiatedShakers. Obsolete: use OnShakerInstantiated instead.
+ ///
+ [Obsolete("Obsolete: use OnShakerInstantiated instead.")]
+ public static event Action OnCameraShakerInstantiated
+ {
+ add { OnShakerInstantiated += value; }
+ remove { OnShakerInstantiated -= value; }
+ }
+ ///
+ /// Dispatched after a Shaker is removed from InstantiatedShakers.
+ ///
+ public static event Action OnShakerDestroyed;
+ ///
+ /// Dispatched after a Shaker is removed from InstantiatedShakers. Obsolete: use OnShakerDestroyed instead.
+ ///
+ [Obsolete("Obsolete: use OnShakerDestroyed instead.")]
+ public static event Action OnCameraShakerDestroyed
+ {
+ add { OnShakerDestroyed += value; }
+ remove { OnShakerDestroyed -= value; }
+ }
+ ///
+ /// All instantiated Shaker scripts.
+ ///
+ public static List InstantiatedShakers = new List();
+ ///
+ /// All instantiated Shaker scripts. Obsolete: use InstantiatedShakers instead.
+ ///
+ [Obsolete("Obsolete: use InstantiatedShakers instead.")]
+ public static List InstantiatedCameraShakers
+ {
+ get { return InstantiatedShakers; }
+ set { InstantiatedShakers = value; }
+ }
+ ///
+ ///
+ /// z
+ private CameraShaker _defaultCameraShaker;
+ ///
+ /// Current default Shaker.
+ ///
+ public static CameraShaker DefaultCameraShaker
+ {
+ get
+ {
+ if (_instance == null)
+ return null;
+
+ return _instance._defaultCameraShaker;
+ }
+ private set
+ {
+ if (_instance == null)
+ return;
+
+ _instance._defaultCameraShaker = value;
+ }
+ }
+ ///
+ /// True if any CameraShaker is currently shaking.
+ ///
+ public static bool Shaking { get { return (_instance._shaking.Count > 0); } }
+ #endregion
+
+ #region Private.
+ ///
+ /// Collection of CameraShakers which are currently shaking.
+ ///
+ private List _shaking = new List();
+ ///
+ /// Singleton instance of this script.
+ ///
+ private static CameraShakerHandler _instance;
+ #endregion
+
+ private void Awake()
+ {
+ //Make sure there is only once instance.
+ if (_instance != null && _instance != this)
+ {
+ if (Debug.isDebugBuild) Debug.LogWarning("Multiple CameraShakerHandler scripts found. This script auto loads itself and does not need to be placed in your scenes.");
+ Destroy(this);
+ return;
+ }
+ }
+
+ private void Update()
+ {
+ UpdateShakers();
+ }
+
+ private void FixedUpdate()
+ {
+ UpdateFixedShakers();
+ }
+
+ private void OnDestroy()
+ {
+ DisableAll();
+ }
+
+ ///
+ /// Initializes this script for use. Should only be completed once.
+ ///
+ [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
+ private static void FirstInitialize()
+ {
+ DDOL ddol = DDOL.ReturnDDOL();
+
+ GameObject obj = new GameObject();
+ obj.name = "CameraShakerHandler";
+ _instance = obj.AddComponent();
+ _instance.enabled = false;
+
+ _instance.transform.SetParent(ddol.transform);
+ }
+
+ ///
+ /// Disables activity on all camera shakers.
+ ///
+ private void DisableAll()
+ {
+ //Disable camera shakers.
+ for (int i = 0; i < InstantiatedShakers.Count; i++)
+ {
+ if (InstantiatedShakers[i] != null)
+ InstantiatedShakers[i].Disable();
+ }
+ }
+
+ ///
+ /// Updates Shakers on standard time.
+ ///
+ private void UpdateShakers()
+ {
+ if (_shaking.Count == 0)
+ return;
+
+ ShakeValues totalCamera = new ShakeValues();
+ ShakeValues totalCanvases = new ShakeValues();
+ ShakeValues totalRigidbodies = new ShakeValues();
+
+ //True if any shakers are running.
+ bool anyShaking = false;
+ for (int i = 0; i < InstantiatedShakers.Count; i++)
+ {
+ ShakeValues camera;
+ ShakeValues canvases;
+ ShakeValues rigidbodies;
+ if (InstantiatedShakers[i].UpdateShakers(out camera, out canvases, out rigidbodies))
+ {
+ anyShaking = true;
+
+ totalCamera.Position += camera.Position;
+ totalCamera.Rotation += camera.Rotation;
+ totalCanvases.Position += canvases.Position;
+ totalCanvases.Rotation += canvases.Rotation;
+ totalRigidbodies.Position += rigidbodies.Position;
+ totalRigidbodies.Rotation += rigidbodies.Rotation;
+ }
+ }
+
+ //If any where shaking.
+ if (anyShaking)
+ OnAllShakeUpdate?.Invoke(new ShakeUpdate(totalCamera, totalCanvases, totalRigidbodies));
+ }
+
+ ///
+ /// Updates Shakers on fixed time.
+ ///
+ private void UpdateFixedShakers()
+ {
+ /* Don't exit if total shaking is 0
+ * as shaking may have stopped but still
+ * have a fixed shake queued. */
+ ShakeValues totalCamera = new ShakeValues();
+ ShakeValues totalCanvases = new ShakeValues();
+ ShakeValues totalRigidbodies = new ShakeValues();
+
+ //True if any shakers are shaking a fixed value.
+ bool anyShaking = false;
+ for (int i = 0; i < InstantiatedShakers.Count; i++)
+ {
+ ShakeValues camera;
+ ShakeValues canvases;
+ ShakeValues rigidbodies;
+ if (InstantiatedShakers[i].UpdateFixedShakers(out camera, out canvases, out rigidbodies))
+ {
+ anyShaking = true;
+
+ totalCamera.Position += camera.Position;
+ totalCamera.Rotation += camera.Rotation;
+ totalCanvases.Position += canvases.Position;
+ totalCanvases.Rotation += canvases.Rotation;
+ totalRigidbodies.Position += rigidbodies.Position;
+ totalRigidbodies.Rotation += rigidbodies.Rotation;
+ }
+ }
+
+ if (anyShaking)
+ OnAllShakeFixedUpdate?.Invoke(new ShakeUpdate(totalCamera, totalCanvases, totalRigidbodies));
+ }
+
+ ///
+ /// Returns if an action can be run on the specified Shaker using an All method.
+ ///
+ ///
+ ///
+ ///
+ private static bool CanRunAllOn(CameraShaker shaker, bool includeDisabled)
+ {
+ if (shaker == null)
+ return false;
+ if (!shaker.gameObject.activeInHierarchy && !includeDisabled)
+ return false;
+
+ return true;
+ }
+
+
+ #region Shaker referencing handling.
+ ///
+ /// Adds CameraShaker to shaking. This is for internal use only.
+ ///
+ ///
+ internal static void AddShaking(CameraShaker shaker)
+ {
+ int startCount = _instance._shaking.Count;
+ _instance._shaking.AddUnique(shaker);
+
+ //Shaking just started.
+ if (startCount == 0 && _instance._shaking.Count > 0)
+ {
+ _instance.enabled = true;
+ OnAllShakingStarted?.Invoke();
+ }
+ }
+ ///
+ /// Removes CameraShaker from shaking. This is for internal use only.
+ ///
+ ///
+ internal static void RemoveShaking(CameraShaker shaker)
+ {
+ int startCount = _instance._shaking.Count;
+ _instance._shaking.Remove(shaker);
+
+ //Last shaker was removed.
+ if (startCount > 0 && _instance._shaking.Count == 0)
+ {
+ /* Since this is the last shaker being removed send
+ * zero values. This has to be done before update otherwise these
+ * values would send after the OnAllShakingEnded. */
+ OnAllShakeUpdate?.Invoke(new ShakeUpdate());
+ OnAllShakeFixedUpdate?.Invoke(new ShakeUpdate());
+
+ OnAllShakingEnded?.Invoke();
+ _instance.enabled = false;
+
+ }
+ }
+ ///
+ /// Adds a CameraShaker to the InstantiatedCameraShakers field. This is for internal use only.
+ ///
+ ///
+ internal static void AddInstantiatedShaker(CameraShaker value)
+ {
+ int index = InstantiatedShakers.IndexOf(value);
+ /* If shaker already exist then remove the current entry.
+ * It will then be added to the end. */
+ if (index != -1)
+ InstantiatedShakers.RemoveAt(index);
+ //First time being added, subscribe to events.
+ else
+ ChangeShakerSubscriptions(value, true);
+
+ InstantiatedShakers.Add(value);
+ OnShakerInstantiated?.Invoke(value);
+ }
+
+ ///
+ /// Removes a CameraShaker from the InstantiatedCameraShakers field. This is for internal use only.
+ ///
+ ///
+ internal static void RemoveInstantiatedShaker(CameraShaker value)
+ {
+ ChangeShakerSubscriptions(value, false);
+
+ InstantiatedShakers.Remove(value);
+ /* If value was the current default shaker then try to change value
+ * to the next most recently enabled shaker. This isn't ideal
+ * but can occur with user error. */
+ if (value == DefaultCameraShaker && InstantiatedShakers.Count > 0)
+ SetFirstDefault();
+
+ OnShakerDestroyed?.Invoke(value);
+ }
+
+ ///
+ /// Iterates through CameraShakers and sets the most recently active instance as default.
+ ///
+ private static void SetFirstDefault()
+ {
+ for (int i = (InstantiatedShakers.Count - 1); i >= 0; i--)
+ {
+ if (InstantiatedShakers[i] != null && InstantiatedShakers[i].gameObject.activeInHierarchy)
+ {
+ SetDefaultCameraShaker(InstantiatedShakers[i]);
+ return;
+ }
+ }
+
+ //Fall through. Ideally won't happen but can depending on user setup.
+ SetDefaultCameraShaker(null);
+ }
+ #endregion
+
+ #region Relaying CameraShaker events.
+ ///
+ /// Changes subscriptions to a camera shaker.
+ ///
+ ///
+ ///
+ private static void ChangeShakerSubscriptions(CameraShaker shaker, bool subscribe)
+ {
+ if (shaker == null)
+ return;
+
+ if (subscribe)
+ {
+ shaker.OnShakingStarted += Shaker_OnShakingStarted;
+ shaker.OnShakingEnded += Shaker_OnShakingEnded;
+ shaker.OnShakeUpdate += Shaker_OnShakeUpdate;
+ shaker.OnShakeFixedUpdate += Shaker_OnFixedShakeUpdate;
+ }
+ else
+ {
+ shaker.OnShakingStarted -= Shaker_OnShakingStarted;
+ shaker.OnShakingEnded -= Shaker_OnShakingEnded;
+ shaker.OnShakeUpdate -= Shaker_OnShakeUpdate;
+ shaker.OnShakeFixedUpdate -= Shaker_OnFixedShakeUpdate;
+ }
+ }
+
+ ///
+ /// Received when any instantiated CameraShaker stops shaking.
+ ///
+ ///
+ private static void Shaker_OnShakingEnded(CameraShaker obj)
+ {
+ OnShakingEnded?.Invoke(obj);
+ }
+
+ ///
+ /// Received when any instantiated CameraShaker starts shaking.
+ ///
+ ///
+ private static void Shaker_OnShakingStarted(CameraShaker obj)
+ {
+ OnShakingStarted?.Invoke(obj);
+ }
+
+ ///
+ /// Received when any instantiated CameraShaker calls OnShakeUpdate.
+ ///
+ ///
+ ///
+ private static void Shaker_OnShakeUpdate(CameraShaker arg1, ShakeUpdate arg2)
+ {
+ OnShakeUpdate?.Invoke(arg1, arg2);
+ }
+ ///
+ /// Received when any instantiated CameraShaker calls OnFixedShakeUpdate.
+ ///
+ ///
+ ///
+ private static void Shaker_OnFixedShakeUpdate(CameraShaker arg1, ShakeUpdate arg2)
+ {
+ OnShakeFixedUpdate?.Invoke(arg1, arg2);
+ }
+ #endregion
+
+
+ #region API.
+ ///
+ /// Copies ShakerInstances from one CameraShaker to another.
+ ///
+ /// CameraShaker copied from.
+ /// CameraShaker copied to.
+ /// True to copy the from cameras current offsets. Both CameraShakers must have the same ShakeTechnique for this to work.
+ public static void CopyShakerInstances(CameraShaker from, CameraShaker to, bool copyOffset = true)
+ {
+ //If neither shaker is null then add instances.
+ if (from != null && to != null)
+ {
+ to.AddShakerInstances(from.ShakerInstances);
+
+ //Also copy offsets when possible.
+ if (copyOffset && from.ShakeTechnique == to.ShakeTechnique)
+ {
+ /* Use the to camera shake technique. Since they are the same
+ * it really doesn't matter which one I read. */
+ CameraShaker.ShakeTechniques technique = to.ShakeTechnique;
+
+ //Matrix.
+ if (technique == CameraShaker.ShakeTechniques.Matrix)
+ {
+ /* Cannot copy the matrix because camera view will remain as last cameras view.
+ * If fixed values are known for from camera then use those. */
+ if (from.FixedCamera != null)
+ to.SetMatrixOffsets(from.FixedCamera.Position, from.FixedCamera.Rotation);
+ }
+ //LocalSpace.
+ else if (to.ShakeTechnique == CameraShaker.ShakeTechniques.LocalSpace)
+ {
+ to.SetLocalSpaceOffsets(from.transform.localPosition, from.transform.localEulerAngles);
+ }
+ }
+ }
+ }
+
+ ///
+ /// Sets the DefaultCamereaShaker field.
+ ///
+ /// New CameraShaker to use as default.
+ public static void SetDefaultCameraShaker(CameraShaker value)
+ {
+ CameraShaker old = DefaultCameraShaker;
+ DefaultCameraShaker = value;
+ OnDefaultShakerChanged?.Invoke(new CameraShakerChange(old, value));
+ }
+
+ ///
+ /// Sets Scale value on the default CameraShaker.
+ ///
+ /// New scale to use.
+ public static void SetScale(float value)
+ {
+ if (DefaultCameraShaker == null)
+ return;
+
+ DefaultCameraShaker.SetScale(value);
+ }
+ ///
+ /// Sets the Scale value of InstantiatedCameraShakers.
+ ///
+ /// New scale to use
+ /// True to issue call on disabled CameraShakers as well.
+ public static void SetScaleAll(float value, bool includeDisabled = false)
+ {
+ for (int i = 0; i < InstantiatedShakers.Count; i++)
+ {
+ if (!CanRunAllOn(InstantiatedShakers[i], includeDisabled))
+ continue;
+
+ InstantiatedShakers[i].SetScale(value);
+ }
+ }
+
+ ///
+ /// Shakes the default CameraShaker using data.
+ ///
+ /// ShakeData to use.
+ /// Instance generated using data.
+ public static ShakerInstance Shake(ShakeData data)
+ {
+ if (DefaultCameraShaker == null)
+ return null;
+
+ return DefaultCameraShaker.Shake(data);
+ }
+ ///
+ /// Shakes the all camera shakers using data.
+ ///
+ /// ShakeData to use.
+ /// True to issue call on disabled CameraShakers as well.
+ /// Instances generated using data.
+ public static List ShakeAll(ShakeData data, bool includeDisabled = false)
+ {
+ List results = new List();
+
+ for (int i = 0; i < InstantiatedShakers.Count; i++)
+ {
+ if (!CanRunAllOn(InstantiatedShakers[i], includeDisabled))
+ continue;
+
+ results.Add(InstantiatedShakers[i].Shake(data));
+ }
+
+ return results;
+ }
+
+
+ ///
+ /// Sets the paused state of all shaker instances on the default CameraShaker.
+ ///
+ /// New pause state.
+ public static void SetPaused(bool value)
+ {
+ if (DefaultCameraShaker == null)
+ return;
+
+ DefaultCameraShaker.SetPaused(value);
+ }
+ ///
+ /// Sets the paused state of all shaker instances on the all CameraShakers.
+ ///
+ /// New pause state.
+ /// True to issue call on disabled CameraShakers as well.
+ public static void SetPausedAll(bool value, bool includeDisabled = false)
+ {
+ for (int i = 0; i < InstantiatedShakers.Count; i++)
+ {
+ if (!CanRunAllOn(InstantiatedShakers[i], includeDisabled))
+ continue;
+
+ InstantiatedShakers[i].SetPaused(value);
+ }
+ }
+
+ ///
+ /// Abruptly stops all instances on the default CameraShaker.
+ ///
+ public static void Stop()
+ {
+ if (DefaultCameraShaker == null)
+ return;
+
+ DefaultCameraShaker.Stop();
+ }
+ ///
+ /// Abruptly stops all instances on InstantiatedCameraShakers.
+ ///
+ /// True to issue call on disabled CameraShakers as well.
+ public static void StopAll(bool includeDisabled = false)
+ {
+ for (int i = 0; i < InstantiatedShakers.Count; i++)
+ {
+ if (!CanRunAllOn(InstantiatedShakers[i], includeDisabled))
+ continue;
+
+ InstantiatedShakers[i].Stop();
+ }
+ }
+
+ ///
+ /// Fades out all instances on the default CameraShaker. This operation only works on instances not already fading out.
+ ///
+ /// Overrides instance fade out duration with a new value.
+ public static void FadeOut(float? durationOverride = null)
+ {
+ if (DefaultCameraShaker == null)
+ return;
+
+ DefaultCameraShaker.FadeOut(durationOverride);
+ }
+ ///
+ /// Fades out all instances on all CameraShakers. This operation only works on instances not already fading out.
+ ///
+ /// Overrides instance fade out duration with a new value.
+ /// True to issue call on disabled CameraShakers as well.
+ public static void FadeOutAll(float? durationOverride = null, bool includeDisabled = false)
+ {
+ for (int i = 0; i < InstantiatedShakers.Count; i++)
+ {
+ if (!CanRunAllOn(InstantiatedShakers[i], includeDisabled))
+ continue;
+
+ InstantiatedShakers[i].FadeOut(durationOverride);
+ }
+ }
+
+
+ ///
+ /// Multiplies magnitude values for all instances on the defaut camera shaker.
+ ///
+ /// Value to multiply by. 1f is standard multiplication, which in result would be default values.
+ /// How quickly per second to move towards new multiplier. Values 0f and lower are instant.
+ /// True to modify move rate based on distance from multiplier. False to move towards goal using movdRate unmodified.
+ public void MultiplyMagnitude(float multiplier, float moveRate, bool rateUsesDistance)
+ {
+ if (DefaultCameraShaker == null)
+ return;
+
+ DefaultCameraShaker.MultiplyMagnitude(multiplier, moveRate, rateUsesDistance);
+ }
+ ///
+ /// Multiplies magnitude values for all instances on all camera shakers.
+ ///
+ /// Value to multiply by. 1f is standard multiplication, which in result would be default values.
+ /// How quickly per second to move towards new multiplier. Values 0f and lower are instant.
+ /// True to modify move rate based on distance from multiplier. False to move towards goal using movdRate unmodified.
+ /// True to issue call on disabled CameraShakers as well.
+ public void MultiplyMagnitudeAll(float multiplier, float moveRate, bool rateUsesDistance, bool includeDisabled = false)
+ {
+ for (int i = 0; i < InstantiatedShakers.Count; i++)
+ {
+ if (!CanRunAllOn(InstantiatedShakers[i], includeDisabled))
+ continue;
+
+ InstantiatedShakers[i].MultiplyMagnitude(multiplier, moveRate, rateUsesDistance);
+ }
+ }
+
+ ///
+ /// Multiplies roughness values for all instances on the default camera shaker.
+ ///
+ /// Value to multiply by. 1f is standard multiplication, which in result would be default values.
+ /// How quickly per second to move towards new multiplier. Values 0f and lower are instant.
+ /// True to modify move rate based on distance from multiplier. False to move towards goal using movdRate unmodified.
+ public void MultiplyRoughness(float multiplier, float moveRate, bool rateUsesDistance)
+ {
+ if (DefaultCameraShaker == null)
+ return;
+
+ DefaultCameraShaker.MultiplyRoughness(multiplier, moveRate, rateUsesDistance);
+ }
+ ///
+ /// Multiplies roughness values for all instances on all camera shakers.
+ ///
+ /// Value to multiply by. 1f is standard multiplication, which in result would be default values.
+ /// How quickly per second to move towards new multiplier. Values 0f and lower are instant.
+ /// True to modify move rate based on distance from multiplier. False to move towards goal using movdRate unmodified.
+ /// True to issue call on disabled CameraShakers as well.
+ public void MultiplyRoughnessAll(float multiplier, float moveRate, bool rateUsesDistance, bool includeDisabled = false)
+ {
+ for (int i = 0; i < InstantiatedShakers.Count; i++)
+ {
+ if (!CanRunAllOn(InstantiatedShakers[i], includeDisabled))
+ continue;
+
+ InstantiatedShakers[i].MultiplyRoughness(multiplier, moveRate, rateUsesDistance);
+ }
+ }
+ #endregion
+ }
+
+
+}
\ No newline at end of file
diff --git a/Assets/FirstGearGames/SmoothCameraShaker/Scripts/CameraShakerHandler.cs.meta b/Assets/FirstGearGames/SmoothCameraShaker/Scripts/CameraShakerHandler.cs.meta
new file mode 100644
index 00000000..ed995eed
--- /dev/null
+++ b/Assets/FirstGearGames/SmoothCameraShaker/Scripts/CameraShakerHandler.cs.meta
@@ -0,0 +1,18 @@
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+ uploadId: 376379
diff --git a/Assets/FirstGearGames/SmoothCameraShaker/Scripts/EventArgs.cs b/Assets/FirstGearGames/SmoothCameraShaker/Scripts/EventArgs.cs
new file mode 100644
index 00000000..766f92f3
--- /dev/null
+++ b/Assets/FirstGearGames/SmoothCameraShaker/Scripts/EventArgs.cs
@@ -0,0 +1,73 @@
+
+using UnityEngine;
+
+namespace FirstGearGames.SmoothCameraShaker
+{
+ public class ShakeUpdate
+ {
+ public ShakeUpdate()
+ {
+ Camera = new ShakeValues();
+ Canvases = new ShakeValues();
+ Objects = new ShakeValues();
+ }
+ public ShakeUpdate(ShakeValues camera, ShakeValues canvases, ShakeValues objects)
+ {
+ Camera = camera;
+ Canvases = canvases;
+ Objects = objects;
+ }
+ ///
+ /// ShakeValues for the camera.
+ ///
+ public readonly ShakeValues Camera;
+ ///
+ /// ShakeValues for canvases.
+ ///
+ public readonly ShakeValues Canvases;
+ ///
+ /// ShakeValues for rigidbodies.
+ ///
+ public readonly ShakeValues Objects;
+ }
+
+ public class ShakeValues
+ {
+ public ShakeValues()
+ {
+ Position = Vector3.zero;
+ Rotation = Vector3.zero;
+ }
+ public ShakeValues(Vector3 position, Vector3 rotation)
+ {
+ Position = position;
+ Rotation = rotation;
+ }
+ ///
+ /// Position value of the shake.
+ ///
+ public Vector3 Position;
+ ///
+ /// Rotation value of the shake.
+ ///
+ public Vector3 Rotation;
+ }
+
+ public struct CameraShakerChange
+ {
+ public CameraShakerChange(CameraShaker oldShaker, CameraShaker newShaker)
+ {
+ OldShaker = oldShaker;
+ NewShaker = newShaker;
+ }
+
+ ///
+ /// Old CameraShaker.
+ ///
+ public readonly CameraShaker OldShaker;
+ ///
+ /// New CameraShaker.
+ ///
+ public readonly CameraShaker NewShaker;
+ }
+}
\ No newline at end of file
diff --git a/Assets/FirstGearGames/SmoothCameraShaker/Scripts/EventArgs.cs.meta b/Assets/FirstGearGames/SmoothCameraShaker/Scripts/EventArgs.cs.meta
new file mode 100644
index 00000000..573edf50
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@@ -0,0 +1,18 @@
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+ assetBundleVariant:
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+ packageName: Smooth Camera Shaker
+ packageVersion: 2.12
+ assetPath: Assets/FirstGearGames/SmoothCameraShaker/Scripts/EventArgs.cs
+ uploadId: 376379
diff --git a/Assets/FirstGearGames/SmoothCameraShaker/Scripts/InvertibleAxes.cs b/Assets/FirstGearGames/SmoothCameraShaker/Scripts/InvertibleAxes.cs
new file mode 100644
index 00000000..3ae08df0
--- /dev/null
+++ b/Assets/FirstGearGames/SmoothCameraShaker/Scripts/InvertibleAxes.cs
@@ -0,0 +1,10 @@
+namespace FirstGearGames.SmoothCameraShaker
+{
+ [System.Serializable, System.Flags]
+ public enum InvertibleAxes : int
+ {
+ X = 1,
+ Y = 2,
+ Z = 4
+ }
+}
\ No newline at end of file
diff --git a/Assets/FirstGearGames/SmoothCameraShaker/Scripts/InvertibleAxes.cs.meta b/Assets/FirstGearGames/SmoothCameraShaker/Scripts/InvertibleAxes.cs.meta
new file mode 100644
index 00000000..34aa3184
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@@ -0,0 +1,18 @@
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+ userData:
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+ assetBundleVariant:
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+ serializedVersion: 1
+ productId: 162991
+ packageName: Smooth Camera Shaker
+ packageVersion: 2.12
+ assetPath: Assets/FirstGearGames/SmoothCameraShaker/Scripts/InvertibleAxes.cs
+ uploadId: 376379
diff --git a/Assets/FirstGearGames/SmoothCameraShaker/Scripts/ObjectShakerHandler.cs b/Assets/FirstGearGames/SmoothCameraShaker/Scripts/ObjectShakerHandler.cs
new file mode 100644
index 00000000..fc059e96
--- /dev/null
+++ b/Assets/FirstGearGames/SmoothCameraShaker/Scripts/ObjectShakerHandler.cs
@@ -0,0 +1,309 @@
+
+using FirstGearGames.Utilities.Objects;
+using System;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace FirstGearGames.SmoothCameraShaker
+{
+
+ public class ObjectShakerHandler : MonoBehaviour
+ {
+ #region Public.
+ /////
+ ///// Dispatched after a Shaker is added to InstantiatedShakers.
+ /////
+ //public static event Action OnShakerInstantiated;
+ /////
+ ///// Dispatched after a Shaker is removed from InstantiatedShakers.
+ /////
+ //public static event Action OnShakerDestroyed;
+ ///
+ /// All instantiatedShaker scripts.
+ ///
+ public static List InstantiatedShakers = new List();
+ #endregion
+
+ #region Private.
+ ///
+ /// Collection of Shakers which are currently shaking.
+ ///
+ private List _shaking = new List();
+ ///
+ /// Singleton instance of this script.
+ ///
+ private static ObjectShakerHandler _instance;
+ #endregion
+
+ private void Awake()
+ {
+ //Make sure there is only once instance.
+ if (_instance != null && _instance != this)
+ {
+ if (Debug.isDebugBuild) Debug.LogWarning("Multiple ObjectShakerHandler scripts found. This script auto loads itself and does not need to be placed in your scenes.");
+ Destroy(this);
+ return;
+ }
+ }
+
+ private void Update()
+ {
+ UpdateShakers();
+ }
+
+ private void FixedUpdate()
+ {
+ UpdateFixedShakers();
+ }
+
+ private void OnDestroy()
+ {
+ DisableAll();
+ }
+
+ ///
+ /// Initializes this script for use. Should only be completed once.
+ ///
+ [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
+ private static void FirstInitialize()
+ {
+ DDOL ddol = DDOL.ReturnDDOL();
+
+ GameObject obj = new GameObject();
+ obj.name = "ObjectShakerHandler";
+ _instance = obj.AddComponent();
+ _instance.enabled = false;
+
+ _instance.transform.SetParent(ddol.transform);
+ }
+
+ ///
+ /// Disables activity on all camera shakers.
+ ///
+ private void DisableAll()
+ {
+ //Disable camera shakers.
+ for (int i = 0; i < InstantiatedShakers.Count; i++)
+ {
+ if (InstantiatedShakers[i] != null)
+ InstantiatedShakers[i].Disable();
+ }
+ }
+
+ ///
+ /// Updates Shakers on standard time.
+ ///
+ private void UpdateShakers()
+ {
+ if (_shaking.Count == 0)
+ return;
+
+ for (int i = 0; i < InstantiatedShakers.Count; i++)
+ InstantiatedShakers[i].UpdateShakers();
+ }
+
+ ///
+ /// Updates Shakers on fixed time.
+ ///
+ private void UpdateFixedShakers()
+ {
+ for (int i = 0; i < InstantiatedShakers.Count; i++)
+ InstantiatedShakers[i].UpdateFixedShakers();
+ }
+
+ ///
+ /// Returns if an action can be run on the specified Shaker using an All method.
+ ///
+ ///
+ ///
+ ///
+ private static bool CanRunAllOn(ObjectShaker shaker, bool includeDisabled)
+ {
+ if (shaker == null)
+ return false;
+ if (!shaker.gameObject.activeInHierarchy && !includeDisabled)
+ return false;
+
+ return true;
+ }
+
+
+ #region Shaker referencing handling.
+ ///
+ /// Adds Shaker to shaking. This is for internal use only.
+ ///
+ ///
+ internal static void AddShaking(ObjectShaker shaker)
+ {
+ _instance._shaking.AddUnique(shaker);
+ _instance.enabled = (_instance._shaking.Count > 0);
+ }
+ ///
+ /// Removes Shaker from shaking. This is for internal use only.
+ ///
+ ///
+ internal static void RemoveShaking(ObjectShaker shaker)
+ {
+ _instance._shaking.Remove(shaker);
+ _instance.enabled = (_instance._shaking.Count > 0);
+ }
+ ///
+ /// Adds a Shaker to the InstantiatedShakers field. This is for internal use only.
+ ///
+ ///
+ internal static void AddInstantiatedShaker(ObjectShaker value)
+ {
+ InstantiatedShakers.AddUnique(value);
+ //OnShakerInstantiated?.Invoke(value);
+ }
+
+ ///
+ /// Removes a Shaker from the InstantiatedShakers field. This is for internal use only.
+ ///
+ ///
+ internal static void RemoveInstantiatedShaker(ObjectShaker value)
+ {
+ InstantiatedShakers.Remove(value);
+ //OnShakerDestroyed?.Invoke(value);
+ }
+ #endregion
+
+ #region API.
+ ///
+ /// Copies ShakerInstances from one CameraShaker to another.
+ ///
+ /// CameraShaker copied from.
+ /// CameraShaker copied to.
+ public static void CopyShakerInstances(ObjectShaker from, ObjectShaker to)
+ {
+ //If neither shaker is null then add instances.
+ if (from != null && to != null)
+ to.AddShakerInstances(from.ShakerInstances);
+ }
+
+ ///
+ /// Sets the Scale value of InstantiatedCameraShakers.
+ ///
+ /// New scale to use
+ /// True to issue call on disabled CameraShakers as well.
+ public static void SetScaleAll(float value, bool includeDisabled = false)
+ {
+ for (int i = 0; i < InstantiatedShakers.Count; i++)
+ {
+ if (!CanRunAllOn(InstantiatedShakers[i], includeDisabled))
+ continue;
+
+ InstantiatedShakers[i].SetScale(value);
+ }
+ }
+
+ ///
+ /// Shakes the all camera shakers using data.
+ ///
+ /// ShakeData to use.
+ /// True to issue call on disabled CameraShakers as well.
+ /// Instances generated using data.
+ public static List ShakeAll(ShakeData data, bool includeDisabled = false)
+ {
+ List results = new List();
+
+ for (int i = 0; i < InstantiatedShakers.Count; i++)
+ {
+ if (!CanRunAllOn(InstantiatedShakers[i], includeDisabled))
+ continue;
+
+ results.Add(InstantiatedShakers[i].Shake(data));
+ }
+
+ return results;
+ }
+
+
+ ///
+ /// Sets the paused state of all shaker instances on the all CameraShakers.
+ ///
+ /// New pause state.
+ /// True to issue call on disabled CameraShakers as well.
+ public static void SetPausedAll(bool value, bool includeDisabled = false)
+ {
+ for (int i = 0; i < InstantiatedShakers.Count; i++)
+ {
+ if (!CanRunAllOn(InstantiatedShakers[i], includeDisabled))
+ continue;
+
+ InstantiatedShakers[i].SetPaused(value);
+ }
+ }
+
+ ///
+ /// Abruptly stops all instances on InstantiatedCameraShakers.
+ ///
+ /// True to issue call on disabled CameraShakers as well.
+ public static void StopAll(bool includeDisabled = false)
+ {
+ for (int i = 0; i < InstantiatedShakers.Count; i++)
+ {
+ if (!CanRunAllOn(InstantiatedShakers[i], includeDisabled))
+ continue;
+
+ InstantiatedShakers[i].Stop();
+ }
+ }
+
+
+ ///
+ /// Fades out all instances on all CameraShakers. This operation only works on instances not already fading out.
+ ///
+ /// Overrides instance fade out duration with a new value.
+ /// True to issue call on disabled CameraShakers as well.
+ public static void FadeOutAll(float? durationOverride = null, bool includeDisabled = false)
+ {
+ for (int i = 0; i < InstantiatedShakers.Count; i++)
+ {
+ if (!CanRunAllOn(InstantiatedShakers[i], includeDisabled))
+ continue;
+
+ InstantiatedShakers[i].FadeOut(durationOverride);
+ }
+ }
+
+ ///
+ /// Multiplies magnitude values for all instances on all camera shakers.
+ ///
+ /// Value to multiply by. 1f is standard multiplication, which in result would be default values.
+ /// How quickly per second to move towards new multiplier. Values 0f and lower are instant.
+ /// True to modify move rate based on distance from multiplier. False to move towards goal using movdRate unmodified.
+ /// True to issue call on disabled CameraShakers as well.
+ public void MultiplyMagnitudeAll(float multiplier, float moveRate, bool rateUsesDistance, bool includeDisabled = false)
+ {
+ for (int i = 0; i < InstantiatedShakers.Count; i++)
+ {
+ if (!CanRunAllOn(InstantiatedShakers[i], includeDisabled))
+ continue;
+
+ InstantiatedShakers[i].MultiplyMagnitude(multiplier, moveRate, rateUsesDistance);
+ }
+ }
+
+ ///
+ /// Multiplies roughness values for all instances on all camera shakers.
+ ///
+ /// Value to multiply by. 1f is standard multiplication, which in result would be default values.
+ /// How quickly per second to move towards new multiplier. Values 0f and lower are instant.
+ /// True to modify move rate based on distance from multiplier. False to move towards goal using movdRate unmodified.
+ /// True to issue call on disabled CameraShakers as well.
+ public void MultiplyRoughnessAll(float multiplier, float moveRate, bool rateUsesDistance, bool includeDisabled = false)
+ {
+ for (int i = 0; i < InstantiatedShakers.Count; i++)
+ {
+ if (!CanRunAllOn(InstantiatedShakers[i], includeDisabled))
+ continue;
+
+ InstantiatedShakers[i].MultiplyRoughness(multiplier, moveRate, rateUsesDistance);
+ }
+ }
+ #endregion
+ }
+
+
+}
\ No newline at end of file
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new file mode 100644
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new file mode 100644
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new file mode 100644
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new file mode 100644
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diff --git a/Assets/FirstGearGames/SmoothCameraShaker/Scripts/Shakables.meta b/Assets/FirstGearGames/SmoothCameraShaker/Scripts/Shakables.meta
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diff --git a/Assets/FirstGearGames/SmoothCameraShaker/Scripts/Shakables/ShakableBase.cs b/Assets/FirstGearGames/SmoothCameraShaker/Scripts/Shakables/ShakableBase.cs
new file mode 100644
index 00000000..71b57352
--- /dev/null
+++ b/Assets/FirstGearGames/SmoothCameraShaker/Scripts/Shakables/ShakableBase.cs
@@ -0,0 +1,36 @@
+using UnityEngine;
+
+
+namespace FirstGearGames.SmoothCameraShaker
+{
+
+
+
+ public class ShakableBase : MonoBehaviour
+ {
+ #region Types.
+ public enum ShakerTypes
+ {
+ CameraShaker = 0,
+ ObjectShaker = 1
+ }
+ #endregion
+
+ #region Serialized.
+ ///
+ ///
+ ///
+ [Tooltip("Shaker type to use. CameraShaker will subscribe to your current or otherwise configured CameraShaker. ObjectShaker will subscribe to the first ObjectShaker found on or in parented objects.")]
+ [SerializeField]
+ private ShakerTypes _shakerType = ShakerTypes.CameraShaker;
+ ///
+ /// Shaker type to use. CameraShaker will subscribe to your current or otherwise configured CameraShaker. ObjectShaker will subscribe to the first ObjectShaker found on or in parented objects.s
+ ///
+ public ShakerTypes ShakerType { get { return _shakerType; } }
+ #endregion
+
+
+ }
+
+
+}
\ No newline at end of file
diff --git a/Assets/FirstGearGames/SmoothCameraShaker/Scripts/Shakables/ShakableBase.cs.meta b/Assets/FirstGearGames/SmoothCameraShaker/Scripts/Shakables/ShakableBase.cs.meta
new file mode 100644
index 00000000..6f42f5e5
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+ uploadId: 376379
diff --git a/Assets/FirstGearGames/SmoothCameraShaker/Scripts/Shakables/ShakableCanvas.cs b/Assets/FirstGearGames/SmoothCameraShaker/Scripts/Shakables/ShakableCanvas.cs
new file mode 100644
index 00000000..2c85bd09
--- /dev/null
+++ b/Assets/FirstGearGames/SmoothCameraShaker/Scripts/Shakables/ShakableCanvas.cs
@@ -0,0 +1,558 @@
+using FirstGearGames.Utilities.Maths;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace FirstGearGames.SmoothCameraShaker
+{
+
+ public class ShakableCanvas : ShakableBase
+ {
+ #region Types.
+ private struct StartValues
+ {
+ public StartValues(Vector3 position, Vector3 rotation)
+ {
+ Position = position;
+ Rotation = rotation;
+ }
+ ///
+ /// Start position for an object.
+ ///
+ public readonly Vector3 Position;
+ ///
+ /// Start rotation for an object.
+ ///
+ public readonly Vector3 Rotation;
+ }
+ #endregion
+
+ #region Serialized.
+ ///
+ /// True to shake when the default camera shaker does. False to specify a camera shaker to use.
+ ///
+ [Tooltip("True to shake when the default camera shaker does. False to specify a camera shaker to use.")]
+ [SerializeField]
+ private bool _useDefaultCameraShaker = true;
+ ///
+ /// Camera shaker to monitor.
+ ///
+ [Tooltip("Camera shaker to monitor.")]
+ [SerializeField]
+ private CameraShaker _cameraShaker = null;
+ ///
+ /// Sets a new CameraShaker to use. This method will do nothing if using ShakableObject as the ShakerType.
+ ///
+ ///
+ public void SetCameraShaker(CameraShaker shaker)
+ {
+ if (base.ShakerType == ShakerTypes.ObjectShaker)
+ return;
+
+ if (_useDefaultCameraShaker)
+ {
+ if (Debug.isDebugBuild) Debug.LogWarning("Cannot set CameraShaker with UseDefaultCameraShaker set. If you wish to change CameraShaker at run-time set UseDefaultCameraShaker to false before entering play.");
+ }
+ else
+ {
+ ChangeCameraShakers(_cameraShaker, shaker, true);
+ }
+ }
+ ///
+ /// True to create a parent object and attach children to it. The parent object will be shaken instead of each individual canvas child. If your direct children move at all this value must be true. Setting value as false may incur extra cost as well.
+ ///
+ [Tooltip("True to create a parent object and attach children to it. The parent object will be shaken instead of each individual canvas child. If your direct children move at all this value must be true. Setting value as false may incur extra cost as well.")]
+ [Space(10)]
+ [SerializeField]
+ private bool _encapsulateChildren = true;
+ ///
+ /// True to watch for additional children to encapsulate. This may be false if you do not add direct children to this canvas at runtime.
+ ///
+ [Tooltip("True to watch for additional children to encapsulate. This may be false if you do not add direct children to this canvas at runtime.")]
+ [SerializeField]
+ private bool _monitorEncapsulation = false;
+ ///
+ /// Positional shakes are multiplied by this value. Lower values will result in a lower positional magnitude.
+ ///
+ [Tooltip("Positional shakes are multiplied by this value. Lower values will result in a lower positional magnitude.")]
+ [SerializeField]
+ private float _positionalMultiplier = 1f;
+ ///
+ /// Rotational shakes are multiplied by this value. Lower values will result in lower ritational magnitude.
+ ///
+ [Tooltip("Rotational shakes are multiplied by this value. Lower values will result in lower rotational magnitude.")]
+ [SerializeField]
+ private float _rotationalMultiplier = 1f;
+ ///
+ /// True to randomly change influence direction when shaking starts.
+ ///
+ [Tooltip("True to randomly change influence direction when shaking starts.")]
+ [Space(10)]
+ [SerializeField]
+ private bool _randomizeDirections = true;
+ #endregion
+
+ #region Private.
+ ///
+ /// Transform children are being attached to. This only exist if EncapsulateChildren is true.
+ ///
+ private RectTransform _parentRect;
+ ///
+ /// Start values for children of this transform.
+ ///
+ private Dictionary _childrenStartValues = new Dictionary();
+ ///
+ /// Next time to clean ChildrenStartValues.
+ ///
+ private float _nextCleanStartValuesTime;
+ ///
+ /// Current camera shaker this canvas is subscribed to.
+ ///
+ private CameraShaker _currentCameraShaker = null;
+ ///
+ /// ObjectShaker used for this object. May be null if not using ObjectShaker type.
+ ///
+ private ObjectShaker _objectShaker = null;
+ ///
+ /// Direction to multiply position by when shaking starts.
+ ///
+ private float _randomPositionMultiplier = 1f;
+ ///
+ /// Direction to multiply rotation by when shaking starts.
+ ///
+ private float _randomRotationMultiplier = 1f;
+ #endregion
+
+ private void Awake()
+ {
+ FirstInitialize();
+ }
+
+ private void OnEnable()
+ {
+ //Subscribe.
+ ChangeSubscription(true);
+ }
+
+ private void Update()
+ {
+ /* If fails to encapsulate new children then remove script.
+ * Something unrecoverable went wrong. */
+ if (_monitorEncapsulation && !EncapsulateChildren(false))
+ {
+ DestroyImmediate(this);
+ return;
+ }
+
+ CheckRemoveNullStartValues();
+ }
+
+ private void OnDisable()
+ {
+ //Unsubscribe.
+ ChangeSubscription(false);
+
+ ResetOffsets();
+ }
+
+ ///
+ /// Initializes this script for use. Should only be cmpleted once.
+ ///
+ private void FirstInitialize()
+ {
+ //If using ObjectShaker type.
+ if (base.ShakerType == ShakerTypes.ObjectShaker)
+ {
+ _objectShaker = GetComponentInParent();
+ if (_objectShaker == null)
+ {
+ Debug.LogError("ObjectShaker could not be found on or above object " + gameObject.name + ". Shakable will be destroyed.", this);
+ DestroyImmediate(this);
+ return;
+ }
+ }
+
+ Canvas canvas = GetComponent