79 lines
3.3 KiB
C#
79 lines
3.3 KiB
C#
using UnityEngine;
|
|
|
|
namespace OnlyScove.Scripts
|
|
{
|
|
[System.Serializable]
|
|
public class CameraShakeManager
|
|
{
|
|
[SerializeField] private bool useShake = true;
|
|
[SerializeField] private float shakeFrequency = 25f; // How fast the shake oscillates
|
|
|
|
[SerializeField]
|
|
private AnimationCurve decayCurve = AnimationCurve.EaseInOut(0, 1, 1, 0); // How intensity decays over duration
|
|
|
|
[Header("Fall Impact Settings")] [SerializeField]
|
|
private bool enableFallImpactShake = true;
|
|
|
|
[SerializeField] private float minFallHeightForShake = 2f;
|
|
[SerializeField] private float maxFallHeightForShake = 10f;
|
|
[SerializeField] private float minFallShakeIntensity = 0.5f;
|
|
[SerializeField] private float maxFallShakeIntensity = 3f;
|
|
[SerializeField] private float minFallShakeDuration = 0.2f;
|
|
[SerializeField] private float maxFallShakeDuration = 0.8f;
|
|
[SerializeField] private AnimationCurve fallHeightToIntensityCurve = AnimationCurve.Linear(0, 0, 1, 1);
|
|
[SerializeField] private AnimationCurve fallHeightToDurationCurve = AnimationCurve.Linear(0, 0, 1, 1);
|
|
|
|
private float _shakeIntensity = 0f;
|
|
private float _shakeDuration = 0f;
|
|
private float _shakeTimer = 0f; // Counts down from _shakeDuration
|
|
private Vector3 _shakeOffset;
|
|
|
|
public Vector3 ShakeOffset => _shakeOffset;
|
|
|
|
public void HandleShake()
|
|
{
|
|
if (!useShake || _shakeTimer <= 0)
|
|
{
|
|
_shakeOffset = Vector3.zero;
|
|
return;
|
|
}
|
|
|
|
_shakeTimer -= Time.deltaTime;
|
|
float progress = 1f - (_shakeTimer / _shakeDuration); // 0 at start, 1 at end
|
|
|
|
// Apply decay curve to intensity
|
|
float currentIntensity = _shakeIntensity * decayCurve.Evaluate(progress);
|
|
|
|
// Use shakeFrequency for Perlin noise
|
|
float shakeX = (Mathf.PerlinNoise(Time.time * shakeFrequency, 0f) - 0.5f) * 2f;
|
|
float shakeY = (Mathf.PerlinNoise(0f, Time.time * shakeFrequency) - 0.5f) * 2f;
|
|
float shakeZ = (Mathf.PerlinNoise(Time.time * shakeFrequency, Time.time * shakeFrequency) - 0.5f) * 2f;
|
|
|
|
_shakeOffset = new Vector3(shakeX, shakeY, shakeZ) * currentIntensity;
|
|
}
|
|
|
|
public void Shake(float intensity, float duration)
|
|
{
|
|
_shakeIntensity = intensity;
|
|
_shakeDuration = duration;
|
|
_shakeTimer = duration; // Reset timer
|
|
}
|
|
|
|
public void TriggerFallImpactShake(float fallHeight)
|
|
{
|
|
if (!enableFallImpactShake || fallHeight < minFallHeightForShake) return;
|
|
|
|
// Normalize fall height between 0 and 1 relative to min/max thresholds
|
|
float normalizedFallHeight = Mathf.InverseLerp(minFallHeightForShake, maxFallHeightForShake, fallHeight);
|
|
|
|
// Calculate intensity and duration using curves and ranges
|
|
float intensity = Mathf.Lerp(minFallShakeIntensity, maxFallShakeIntensity,
|
|
fallHeightToIntensityCurve.Evaluate(normalizedFallHeight));
|
|
float duration = Mathf.Lerp(minFallShakeDuration, maxFallShakeDuration,
|
|
fallHeightToDurationCurve.Evaluate(normalizedFallHeight));
|
|
|
|
Shake(intensity, duration);
|
|
}
|
|
}
|
|
}
|