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