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2026-05-10 11:47:55 -04:00

110 lines
3.5 KiB
C#

#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<float> m_Intensity = 1.0f;
[Tooltip("The shake duration (seconds).")]
[SerializeField] protected SharedVariable<float> m_Duration = 1.0f;
[Tooltip("The shake frequency (shakes per second).")]
[SerializeField] protected SharedVariable<float> m_Frequency = 10.0f;
private Camera m_ResolvedCamera;
private Vector3 m_OriginalPosition;
private float m_ElapsedTime;
private bool m_HasStarted;
/// <summary>
/// Initializes the target GameObject.
/// </summary>
protected override void InitializeTarget()
{
base.InitializeTarget();
m_ResolvedCamera = m_ResolvedGameObject.GetComponent<Camera>();
}
/// <summary>
/// Called when the action starts.
/// </summary>
public override void OnStart()
{
base.OnStart();
m_ElapsedTime = 0.0f;
m_HasStarted = false;
if (m_ResolvedCamera != null) {
m_OriginalPosition = m_ResolvedCamera.transform.localPosition;
}
}
/// <summary>
/// Updates the camera shake.
/// </summary>
/// <returns>The status of the action.</returns>
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;
}
/// <summary>
/// Called when the action ends.
/// </summary>
public override void OnEnd()
{
base.OnEnd();
if (m_ResolvedCamera != null) {
m_ResolvedCamera.transform.localPosition = m_OriginalPosition;
}
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_Intensity = 1.0f;
m_Duration = 1.0f;
m_Frequency = 10.0f;
}
}
}
#endif