#if GRAPH_DESIGNER /// --------------------------------------------- /// Behavior Designer /// Copyright (c) Opsive. All Rights Reserved. /// https://www.opsive.com /// --------------------------------------------- namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.CameraTasks { using Opsive.GraphDesigner.Runtime.Variables; using UnityEngine; [Opsive.Shared.Utility.Category("Camera")] [Opsive.Shared.Utility.Description("Shakes camera with intensity, duration, and curve control.")] public class Shake : TargetGameObjectAction { [Tooltip("The shake intensity.")] [SerializeField] protected SharedVariable m_Intensity = 1.0f; [Tooltip("The shake duration (seconds).")] [SerializeField] protected SharedVariable m_Duration = 1.0f; [Tooltip("The shake frequency (shakes per second).")] [SerializeField] protected SharedVariable m_Frequency = 10.0f; private Camera m_ResolvedCamera; private Vector3 m_OriginalPosition; private float m_ElapsedTime; private bool m_HasStarted; /// /// Initializes the target GameObject. /// protected override void InitializeTarget() { base.InitializeTarget(); m_ResolvedCamera = m_ResolvedGameObject.GetComponent(); } /// /// Called when the action starts. /// public override void OnStart() { base.OnStart(); m_ElapsedTime = 0.0f; m_HasStarted = false; if (m_ResolvedCamera != null) { m_OriginalPosition = m_ResolvedCamera.transform.localPosition; } } /// /// Updates the camera shake. /// /// The status of the action. public override TaskStatus OnUpdate() { if (m_ResolvedCamera == null) { return TaskStatus.Success; } if (!m_HasStarted) { m_OriginalPosition = m_ResolvedCamera.transform.localPosition; m_HasStarted = true; } m_ElapsedTime += Time.deltaTime; if (m_ElapsedTime >= m_Duration.Value) { m_ResolvedCamera.transform.localPosition = m_OriginalPosition; return TaskStatus.Success; } var progress = m_ElapsedTime / m_Duration.Value; var currentIntensity = m_Intensity.Value * (1.0f - progress); var offset = new Vector3( Random.Range(-currentIntensity, currentIntensity), Random.Range(-currentIntensity, currentIntensity), 0.0f ) * (Mathf.Sin(m_ElapsedTime * m_Frequency.Value * Mathf.PI * 2.0f) * 0.5f + 0.5f); m_ResolvedCamera.transform.localPosition = m_OriginalPosition + offset; return TaskStatus.Running; } /// /// Called when the action ends. /// public override void OnEnd() { base.OnEnd(); if (m_ResolvedCamera != null) { m_ResolvedCamera.transform.localPosition = m_OriginalPosition; } } /// /// Resets the action values back to their default. /// public override void Reset() { base.Reset(); m_Intensity = 1.0f; m_Duration = 1.0f; m_Frequency = 10.0f; } } } #endif