Files
BABA_YAGA/Assets/FirstGearGames/SmoothCameraShaker/Scripts/ObjectShakerHandler.cs
2026-05-18 21:22:34 +07:00

309 lines
11 KiB
C#

using FirstGearGames.Utilities.Objects;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace FirstGearGames.SmoothCameraShaker
{
public class ObjectShakerHandler : MonoBehaviour
{
#region Public.
///// <summary>
///// Dispatched after a Shaker is added to InstantiatedShakers.
///// </summary>
//public static event Action<ObjectShaker> OnShakerInstantiated;
///// <summary>
///// Dispatched after a Shaker is removed from InstantiatedShakers.
///// </summary>
//public static event Action<ObjectShaker> OnShakerDestroyed;
/// <summary>
/// All instantiatedShaker scripts.
/// </summary>
public static List<ObjectShaker> InstantiatedShakers = new List<ObjectShaker>();
#endregion
#region Private.
/// <summary>
/// Collection of Shakers which are currently shaking.
/// </summary>
private List<ObjectShaker> _shaking = new List<ObjectShaker>();
/// <summary>
/// Singleton instance of this script.
/// </summary>
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();
}
/// <summary>
/// Initializes this script for use. Should only be completed once.
/// </summary>
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
private static void FirstInitialize()
{
DDOL ddol = DDOL.ReturnDDOL();
GameObject obj = new GameObject();
obj.name = "ObjectShakerHandler";
_instance = obj.AddComponent<ObjectShakerHandler>();
_instance.enabled = false;
_instance.transform.SetParent(ddol.transform);
}
/// <summary>
/// Disables activity on all camera shakers.
/// </summary>
private void DisableAll()
{
//Disable camera shakers.
for (int i = 0; i < InstantiatedShakers.Count; i++)
{
if (InstantiatedShakers[i] != null)
InstantiatedShakers[i].Disable();
}
}
/// <summary>
/// Updates Shakers on standard time.
/// </summary>
private void UpdateShakers()
{
if (_shaking.Count == 0)
return;
for (int i = 0; i < InstantiatedShakers.Count; i++)
InstantiatedShakers[i].UpdateShakers();
}
/// <summary>
/// Updates Shakers on fixed time.
/// </summary>
private void UpdateFixedShakers()
{
for (int i = 0; i < InstantiatedShakers.Count; i++)
InstantiatedShakers[i].UpdateFixedShakers();
}
/// <summary>
/// Returns if an action can be run on the specified Shaker using an All method.
/// </summary>
/// <param name="shaker"></param>
/// <param name="includeDisabled"></param>
/// <returns></returns>
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.
/// <summary>
/// Adds Shaker to shaking. This is for internal use only.
/// </summary>
/// <param name="shaker"></param>
internal static void AddShaking(ObjectShaker shaker)
{
_instance._shaking.AddUnique(shaker);
_instance.enabled = (_instance._shaking.Count > 0);
}
/// <summary>
/// Removes Shaker from shaking. This is for internal use only.
/// </summary>
/// <param name="shaker"></param>
internal static void RemoveShaking(ObjectShaker shaker)
{
_instance._shaking.Remove(shaker);
_instance.enabled = (_instance._shaking.Count > 0);
}
/// <summary>
/// Adds a Shaker to the InstantiatedShakers field. This is for internal use only.
/// </summary>
/// <param name="value"></param>
internal static void AddInstantiatedShaker(ObjectShaker value)
{
InstantiatedShakers.AddUnique(value);
//OnShakerInstantiated?.Invoke(value);
}
/// <summary>
/// Removes a Shaker from the InstantiatedShakers field. This is for internal use only.
/// </summary>
/// <param name="value"></param>
internal static void RemoveInstantiatedShaker(ObjectShaker value)
{
InstantiatedShakers.Remove(value);
//OnShakerDestroyed?.Invoke(value);
}
#endregion
#region API.
/// <summary>
/// Copies ShakerInstances from one CameraShaker to another.
/// </summary>
/// <param name="from">CameraShaker copied from.</param>
/// <param name="to">CameraShaker copied to.</param>
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);
}
/// <summary>
/// Sets the Scale value of InstantiatedCameraShakers.
/// </summary>
/// <param name="value">New scale to use</param>
/// <param name="includeDisabled">True to issue call on disabled CameraShakers as well.</param>
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);
}
}
/// <summary>
/// Shakes the all camera shakers using data.
/// </summary>
/// <param name="data">ShakeData to use.</param>
/// <param name="includeDisabled">True to issue call on disabled CameraShakers as well.</param>
/// <returns>Instances generated using data.</returns>
public static List<ShakerInstance> ShakeAll(ShakeData data, bool includeDisabled = false)
{
List<ShakerInstance> results = new List<ShakerInstance>();
for (int i = 0; i < InstantiatedShakers.Count; i++)
{
if (!CanRunAllOn(InstantiatedShakers[i], includeDisabled))
continue;
results.Add(InstantiatedShakers[i].Shake(data));
}
return results;
}
/// <summary>
/// Sets the paused state of all shaker instances on the all CameraShakers.
/// </summary>
/// <param name="value">New pause state.</param>
/// <param name="includeDisabled">True to issue call on disabled CameraShakers as well.</param>
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);
}
}
/// <summary>
/// Abruptly stops all instances on InstantiatedCameraShakers.
/// </summary>
/// <param name="includeDisabled">True to issue call on disabled CameraShakers as well.</param>
public static void StopAll(bool includeDisabled = false)
{
for (int i = 0; i < InstantiatedShakers.Count; i++)
{
if (!CanRunAllOn(InstantiatedShakers[i], includeDisabled))
continue;
InstantiatedShakers[i].Stop();
}
}
/// <summary>
/// Fades out all instances on all CameraShakers. This operation only works on instances not already fading out.
/// </summary>
/// <param name="durationOverride">Overrides instance fade out duration with a new value.</param>
/// <param name="includeDisabled">True to issue call on disabled CameraShakers as well.</param>
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);
}
}
/// <summary>
/// Multiplies magnitude values for all instances on all camera shakers.
/// </summary>
/// <param name="multiplier">Value to multiply by. 1f is standard multiplication, which in result would be default values.</param>
/// <param name="moveRate">How quickly per second to move towards new multiplier. Values 0f and lower are instant.</param>
/// <param name="rateUsesDistance">True to modify move rate based on distance from multiplier. False to move towards goal using movdRate unmodified.</param>
/// <param name="includeDisabled">True to issue call on disabled CameraShakers as well.</param>
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);
}
}
/// <summary>
/// Multiplies roughness values for all instances on all camera shakers.
/// </summary>
/// <param name="multiplier">Value to multiply by. 1f is standard multiplication, which in result would be default values.</param>
/// <param name="moveRate">How quickly per second to move towards new multiplier. Values 0f and lower are instant.</param>
/// <param name="rateUsesDistance">True to modify move rate based on distance from multiplier. False to move towards goal using movdRate unmodified.</param>
/// <param name="includeDisabled">True to issue call on disabled CameraShakers as well.</param>
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
}
}