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
}
}