架构大更

This commit is contained in:
SoulliesOfficial
2026-03-20 11:56:50 -04:00
parent e60ef64d01
commit d09b58fd80
3663 changed files with 15232012 additions and 105579 deletions

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@@ -1,5 +1,5 @@
using UnityEngine;
using MoreMountains.Feedbacks;
using MoreMountains.Feedbacks;
using UnityEngine;
using UnityEngine.Scripting.APIUpdating;
#if MM_URP
using UnityEngine.Rendering.Universal;
@@ -8,147 +8,157 @@ using UnityEngine.Rendering.Universal;
namespace MoreMountains.FeedbacksForThirdParty
{
/// <summary>
/// This feedback allows you to control URP depth of field focus distance, aperture and focal length over time.
/// It requires you have in your scene an object with a Volume
/// with Depth of Field active, and a MMDepthOfFieldShaker_URP component.
/// This feedback allows you to control URP depth of field focus distance, aperture and focal length over time.
/// It requires you have in your scene an object with a Volume
/// with Depth of Field active, and a MMDepthOfFieldShaker_URP component.
/// </summary>
[AddComponentMenu("")]
[FeedbackHelp("This feedback allows you to control URP depth of field focus distance, aperture and focal length over time. " +
"It requires you have in your scene an object with a Volume " +
"with Depth of Field active, and a MMDepthOfFieldShaker_URP component.")]
#if MM_URP
[FeedbackPath("PostProcess/Depth Of Field URP")]
#endif
[MovedFrom(false, null, "MoreMountains.Feedbacks.URP")]
public class MMF_DepthOfField_URP : MMF_Feedback
{
/// a static bool used to disable all feedbacks of this type at once
public static bool FeedbackTypeAuthorized = true;
/// sets the inspector color for this feedback
#if UNITY_EDITOR
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.PostProcessColor; } }
public override bool HasCustomInspectors => true;
public override bool HasAutomaticShakerSetup => true;
#endif
[FeedbackHelp(
"This feedback allows you to control URP depth of field focus distance, aperture and focal length over time. " +
"It requires you have in your scene an object with a Volume " +
"with Depth of Field active, and a MMDepthOfFieldShaker_URP component.")]
#if MM_URP
[FeedbackPath("PostProcess/Depth Of Field URP")]
#endif
[MovedFrom(false, null, "MoreMountains.Feedbacks.URP")]
public class MMF_DepthOfField_URP : MMF_Feedback
{
/// a static bool used to disable all feedbacks of this type at once
public static bool FeedbackTypeAuthorized = true;
/// the duration of this feedback is the duration of the shake
public override float FeedbackDuration { get { return ApplyTimeMultiplier(ShakeDuration); } set { ShakeDuration = value; } }
public override bool HasChannel => true;
public override bool HasRandomness => true;
/// whether or not to add to the initial values
[Tooltip("whether or not to add to the initial values")]
public bool RelativeValues = true;
[MMFInspectorGroup("Depth Of Field", true, 49)]
/// the duration of the shake, in seconds
[Tooltip("the duration of the shake, in seconds")]
public float ShakeDuration = 2f;
/// whether or not to add to the initial values
[Tooltip("whether or not to add to the initial values")]
public bool RelativeValues = true;
/// whether or not to reset shaker values after shake
[Tooltip("whether or not to reset shaker values after shake")]
public bool ResetShakerValuesAfterShake = true;
/// whether or not to reset the target's values after shake
[Tooltip("whether or not to reset the target's values after shake")]
public bool ResetTargetValuesAfterShake = true;
/// the value to remap the curve's 1 to
[Tooltip("the value to remap the curve's 1 to")] [Range(0.1f, 32f)]
public float RemapApertureOne = 32f;
[MMFInspectorGroup("Focus Distance", true, 50)]
/// the curve used to animate the focus distance value on
[Tooltip("the curve used to animate the focus distance value on")]
public AnimationCurve ShakeFocusDistance = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
/// the value to remap the curve's 0 to
[Tooltip("the value to remap the curve's 0 to")]
public float RemapFocusDistanceZero = 0f;
/// the value to remap the curve's 1 to
[Tooltip("the value to remap the curve's 1 to")]
public float RemapFocusDistanceOne = 3f;
/// the value to remap the curve's 0 to
[Tooltip("the value to remap the curve's 0 to")] [Range(0.1f, 32f)]
public float RemapApertureZero = .1f;
[MMFInspectorGroup("Aperture", true, 51)]
/// the curve used to animate the aperture value on
[Tooltip("the curve used to animate the aperture value on")]
public AnimationCurve ShakeAperture = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
/// the value to remap the curve's 0 to
[Tooltip("the value to remap the curve's 0 to")]
[Range(0.1f, 32f)]
public float RemapApertureZero = .1f;
/// the value to remap the curve's 1 to
[Tooltip("the value to remap the curve's 1 to")]
[Range(0.1f, 32f)]
public float RemapApertureOne = 32f;
/// the value to remap the curve's 1 to
[Tooltip("the value to remap the curve's 1 to")] [Range(0f, 300f)]
public float RemapFocalLengthOne = 0f;
[MMFInspectorGroup("Focal Length", true, 20)]
/// the curve used to animate the focal length value on
[Tooltip("the curve used to animate the focal length value on")]
public AnimationCurve ShakeFocalLength = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
/// the value to remap the curve's 0 to
[Tooltip("the value to remap the curve's 0 to")]
[Range(0f, 300f)]
public float RemapFocalLengthZero = 0f;
/// the value to remap the curve's 1 to
[Tooltip("the value to remap the curve's 1 to")]
[Range(0f, 300f)]
public float RemapFocalLengthOne = 0f;
/// the value to remap the curve's 0 to
[Tooltip("the value to remap the curve's 0 to")] [Range(0f, 300f)]
public float RemapFocalLengthZero = 0f;
/// <summary>
/// Triggers a depth of field event
/// </summary>
/// <param name="position"></param>
/// <param name="attenuation"></param>
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
float intensityMultiplier = ComputeIntensity(feedbacksIntensity, position);
MMDepthOfFieldShakeEvent_URP.Trigger(ShakeFocusDistance, FeedbackDuration, RemapFocusDistanceZero, RemapFocusDistanceOne,
ShakeAperture, RemapApertureZero, RemapApertureOne,
ShakeFocalLength, RemapFocalLengthZero, RemapFocalLengthOne,
RelativeValues, intensityMultiplier, ChannelData, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake, NormalPlayDirection, ComputedTimescaleMode);
}
/// <summary>
/// On stop we stop our transition
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
base.CustomStopFeedback(position, feedbacksIntensity);
MMDepthOfFieldShakeEvent_URP.Trigger(ShakeFocusDistance, FeedbackDuration, RemapFocusDistanceZero, RemapFocusDistanceOne,
ShakeAperture, RemapApertureZero, RemapApertureOne,
ShakeFocalLength, RemapFocalLengthZero, RemapFocalLengthOne,
RelativeValues, channelData: ChannelData, stop: true );
}
/// the value to remap the curve's 1 to
[Tooltip("the value to remap the curve's 1 to")]
public float RemapFocusDistanceOne = 3f;
/// <summary>
/// On restore, we put our object back at its initial position
/// </summary>
protected override void CustomRestoreInitialValues()
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
MMDepthOfFieldShakeEvent_URP.Trigger(ShakeFocusDistance, FeedbackDuration, RemapFocusDistanceZero, RemapFocusDistanceOne,
ShakeAperture, RemapApertureZero, RemapApertureOne,
ShakeFocalLength, RemapFocalLengthZero, RemapFocalLengthOne,
RelativeValues, channelData: ChannelData, restore: true );
}
/// <summary>
/// Automaticall sets up the post processing profile and shaker
/// </summary>
public override void AutomaticShakerSetup()
{
#if MM_URP && UNITY_EDITOR
MMURPHelpers.GetOrCreateVolume<DepthOfField, MMDepthOfFieldShaker_URP>(Owner, "DepthOfField");
#endif
}
}
/// the value to remap the curve's 0 to
[Tooltip("the value to remap the curve's 0 to")]
public float RemapFocusDistanceZero = 0f;
/// whether or not to reset shaker values after shake
[Tooltip("whether or not to reset shaker values after shake")]
public bool ResetShakerValuesAfterShake = true;
/// whether or not to reset the target's values after shake
[Tooltip("whether or not to reset the target's values after shake")]
public bool ResetTargetValuesAfterShake = true;
[MMFInspectorGroup("Aperture", true, 51)]
/// the curve used to animate the aperture value on
[Tooltip("the curve used to animate the aperture value on")]
public AnimationCurve ShakeAperture = new(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
[MMFInspectorGroup("Depth Of Field", true, 49)]
/// the duration of the shake, in seconds
[Tooltip("the duration of the shake, in seconds")]
public float ShakeDuration = 2f;
[MMFInspectorGroup("Focal Length", true, 20)]
/// the curve used to animate the focal length value on
[Tooltip("the curve used to animate the focal length value on")]
public AnimationCurve ShakeFocalLength = new(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
[MMFInspectorGroup("Focus Distance", true, 50)]
/// the curve used to animate the focus distance value on
[Tooltip("the curve used to animate the focus distance value on")]
public AnimationCurve ShakeFocusDistance = new(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
/// the duration of this feedback is the duration of the shake
public override float FeedbackDuration
{
get => ApplyTimeMultiplier(ShakeDuration);
set => ShakeDuration = value;
}
public override bool HasChannel => true;
public override bool HasRandomness => true;
/// <summary>
/// Triggers a depth of field event
/// </summary>
/// <param name="position"></param>
/// <param name="attenuation"></param>
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
{
if (!Active || !FeedbackTypeAuthorized) return;
var intensityMultiplier = ComputeIntensity(feedbacksIntensity, position);
MMDepthOfFieldShakeEvent_URP.Trigger(ShakeFocusDistance, FeedbackDuration, RemapFocusDistanceZero,
RemapFocusDistanceOne,
ShakeAperture, RemapApertureZero, RemapApertureOne,
ShakeFocalLength, RemapFocalLengthZero, RemapFocalLengthOne,
RelativeValues, intensityMultiplier, ChannelData, ResetShakerValuesAfterShake,
ResetTargetValuesAfterShake, NormalPlayDirection, ComputedTimescaleMode);
}
/// <summary>
/// On stop we stop our transition
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
{
if (!Active || !FeedbackTypeAuthorized) return;
base.CustomStopFeedback(position, feedbacksIntensity);
MMDepthOfFieldShakeEvent_URP.Trigger(ShakeFocusDistance, FeedbackDuration, RemapFocusDistanceZero,
RemapFocusDistanceOne,
ShakeAperture, RemapApertureZero, RemapApertureOne,
ShakeFocalLength, RemapFocalLengthZero, RemapFocalLengthOne,
RelativeValues, channelData: ChannelData, stop: true);
}
/// <summary>
/// On restore, we put our object back at its initial position
/// </summary>
protected override void CustomRestoreInitialValues()
{
if (!Active || !FeedbackTypeAuthorized) return;
MMDepthOfFieldShakeEvent_URP.Trigger(ShakeFocusDistance, FeedbackDuration, RemapFocusDistanceZero,
RemapFocusDistanceOne,
ShakeAperture, RemapApertureZero, RemapApertureOne,
ShakeFocalLength, RemapFocalLengthZero, RemapFocalLengthOne,
RelativeValues, channelData: ChannelData, restore: true);
}
/// <summary>
/// Automaticall sets up the post processing profile and shaker
/// </summary>
public override void AutomaticShakerSetup()
{
#if MM_URP && UNITY_EDITOR
MMURPHelpers.GetOrCreateVolume<DepthOfField, MMDepthOfFieldShaker_URP>(Owner, "DepthOfField");
#endif
}
/// sets the inspector color for this feedback
#if UNITY_EDITOR
public override Color FeedbackColor
{
get { return MMFeedbacksInspectorColors.PostProcessColor; }
}
public override bool HasCustomInspectors => true;
public override bool HasAutomaticShakerSetup => true;
#endif
}
}

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@@ -1,5 +1,5 @@
using UnityEngine;
using MoreMountains.Feedbacks;
using MoreMountains.Feedbacks;
using UnityEngine;
using UnityEngine.Scripting.APIUpdating;
#if MM_URP
using UnityEngine.Rendering.Universal;
@@ -8,116 +8,123 @@ using UnityEngine.Rendering.Universal;
namespace MoreMountains.FeedbacksForThirdParty
{
/// <summary>
/// This feedback allows you to control URP Film Grain intensity over time.
/// It requires you have in your scene an object with a Volume
/// with Film Grain active, and a MMFilmGrainShaker_URP component.
/// This feedback allows you to control URP Film Grain intensity over time.
/// It requires you have in your scene an object with a Volume
/// with Film Grain active, and a MMFilmGrainShaker_URP component.
/// </summary>
[AddComponentMenu("")]
#if MM_URP
[FeedbackPath("PostProcess/Film Grain URP")]
#endif
[MovedFrom(false, null, "MoreMountains.Feedbacks.URP")]
[FeedbackHelp("This feedback allows you to control Film Grain intensity over time. " +
"It requires you have in your scene an object with a Volume " +
"with Film Grain active, and a MMFilmGrainShaker_URP component.")]
public class MMF_FilmGrain_URP : MMF_Feedback
{
/// a static bool used to disable all feedbacks of this type at once
public static bool FeedbackTypeAuthorized = true;
/// sets the inspector color for this feedback
#if UNITY_EDITOR
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.PostProcessColor; } }
public override bool HasCustomInspectors => true;
public override bool HasAutomaticShakerSetup => true;
#endif
#if MM_URP
[FeedbackPath("PostProcess/Film Grain URP")]
#endif
[MovedFrom(false, null, "MoreMountains.Feedbacks.URP")]
[FeedbackHelp("This feedback allows you to control Film Grain intensity over time. " +
"It requires you have in your scene an object with a Volume " +
"with Film Grain active, and a MMFilmGrainShaker_URP component.")]
public class MMF_FilmGrain_URP : MMF_Feedback
{
/// a static bool used to disable all feedbacks of this type at once
public static bool FeedbackTypeAuthorized = true;
/// the duration of this feedback is the duration of the shake
public override float FeedbackDuration { get { return ApplyTimeMultiplier(Duration); } set { Duration = value; } }
public override bool HasChannel => true;
public override bool HasRandomness => true;
[MMFInspectorGroup("Film Grain", true, 21)]
/// the duration of the shake, in seconds
[Tooltip("the duration of the shake, in seconds")]
public float Duration = 0.2f;
[MMFInspectorGroup("Film Grain", true, 21)]
/// the duration of the shake, in seconds
[Tooltip("the duration of the shake, in seconds")]
public float Duration = 0.2f;
/// whether or not to reset shaker values after shake
[Tooltip("whether or not to reset shaker values after shake")]
public bool ResetShakerValuesAfterShake = true;
/// whether or not to reset the target's values after shake
[Tooltip("whether or not to reset the target's values after shake")]
public bool ResetTargetValuesAfterShake = true;
[MMFInspectorGroup("Intensity", true, 22)]
/// the curve to animate the intensity on
[Tooltip("the curve to animate the intensity on")]
public AnimationCurve Intensity = new(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
[MMFInspectorGroup("Intensity", true, 22)]
/// the curve to animate the intensity on
[Tooltip("the curve to animate the intensity on")]
public AnimationCurve Intensity = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
/// the value to remap the curve's zero to
[Tooltip("the value to remap the curve's zero to")]
[Range(0f, 1f)]
public float RemapIntensityZero = 0f;
/// the value to remap the curve's one to
[Tooltip("the value to remap the curve's one to")]
[Range(0f, 1f)]
public float RemapIntensityOne = 1.0f;
/// whether or not to add to the initial intensity
[Tooltip("whether or not to add to the initial intensity")]
public bool RelativeIntensity = false;
/// whether or not to add to the initial intensity
[Tooltip("whether or not to add to the initial intensity")]
public bool RelativeIntensity = false;
/// <summary>
/// Triggers a Film Grain shake
/// </summary>
/// <param name="position"></param>
/// <param name="attenuation"></param>
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
float intensityMultiplier = ComputeIntensity(feedbacksIntensity, position);
MMFilmGrainShakeEvent_URP.Trigger(Intensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, intensityMultiplier,
ChannelData, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake, NormalPlayDirection, ComputedTimescaleMode);
}
/// <summary>
/// On stop we stop our transition
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
base.CustomStopFeedback(position, feedbacksIntensity);
MMFilmGrainShakeEvent_URP.Trigger(Intensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, stop:true, channelData: ChannelData);
}
/// the value to remap the curve's one to
[Tooltip("the value to remap the curve's one to")] [Range(0f, 1f)]
public float RemapIntensityOne = 1.0f;
/// <summary>
/// On restore, we put our object back at its initial position
/// </summary>
protected override void CustomRestoreInitialValues()
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
MMFilmGrainShakeEvent_URP.Trigger(Intensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, restore:true, channelData: ChannelData);
}
/// <summary>
/// Automaticall sets up the post processing profile and shaker
/// </summary>
public override void AutomaticShakerSetup()
{
#if MM_URP && UNITY_EDITOR
MMURPHelpers.GetOrCreateVolume<FilmGrain, MMFilmGrainShaker_URP>(Owner, "FilmGrain");
#endif
}
}
/// the value to remap the curve's zero to
[Tooltip("the value to remap the curve's zero to")] [Range(0f, 1f)]
public float RemapIntensityZero = 0f;
/// whether or not to reset shaker values after shake
[Tooltip("whether or not to reset shaker values after shake")]
public bool ResetShakerValuesAfterShake = true;
/// whether or not to reset the target's values after shake
[Tooltip("whether or not to reset the target's values after shake")]
public bool ResetTargetValuesAfterShake = true;
/// the duration of this feedback is the duration of the shake
public override float FeedbackDuration
{
get => ApplyTimeMultiplier(Duration);
set => Duration = value;
}
public override bool HasChannel => true;
public override bool HasRandomness => true;
/// <summary>
/// Triggers a Film Grain shake
/// </summary>
/// <param name="position"></param>
/// <param name="attenuation"></param>
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
{
if (!Active || !FeedbackTypeAuthorized) return;
var intensityMultiplier = ComputeIntensity(feedbacksIntensity, position);
MMFilmGrainShakeEvent_URP.Trigger(Intensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne,
RelativeIntensity, intensityMultiplier,
ChannelData, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake, NormalPlayDirection,
ComputedTimescaleMode);
}
/// <summary>
/// On stop we stop our transition
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
{
if (!Active || !FeedbackTypeAuthorized) return;
base.CustomStopFeedback(position, feedbacksIntensity);
MMFilmGrainShakeEvent_URP.Trigger(Intensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne,
RelativeIntensity, stop: true, channelData: ChannelData);
}
/// <summary>
/// On restore, we put our object back at its initial position
/// </summary>
protected override void CustomRestoreInitialValues()
{
if (!Active || !FeedbackTypeAuthorized) return;
MMFilmGrainShakeEvent_URP.Trigger(Intensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne,
RelativeIntensity, restore: true, channelData: ChannelData);
}
/// <summary>
/// Automaticall sets up the post processing profile and shaker
/// </summary>
public override void AutomaticShakerSetup()
{
#if MM_URP && UNITY_EDITOR
MMURPHelpers.GetOrCreateVolume<FilmGrain, MMFilmGrainShaker_URP>(Owner, "FilmGrain");
#endif
}
/// sets the inspector color for this feedback
#if UNITY_EDITOR
public override Color FeedbackColor
{
get { return MMFeedbacksInspectorColors.PostProcessColor; }
}
public override bool HasCustomInspectors => true;
public override bool HasAutomaticShakerSetup => true;
#endif
}
}

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@@ -1,5 +1,5 @@
using UnityEngine;
using MoreMountains.Feedbacks;
using MoreMountains.Feedbacks;
using UnityEngine;
using UnityEngine.Scripting.APIUpdating;
#if MM_URP
using UnityEngine.Rendering.Universal;
@@ -8,114 +8,121 @@ using UnityEngine.Rendering.Universal;
namespace MoreMountains.FeedbacksForThirdParty
{
/// <summary>
/// This feedback allows you to control Panini Projection distance and crop to fit over time.
/// It requires you have in your scene an object with a Volume with Bloom active, and a MMPaniniProjectionShaker_URP component.
/// This feedback allows you to control Panini Projection distance and crop to fit over time.
/// It requires you have in your scene an object with a Volume with Bloom active, and a MMPaniniProjectionShaker_URP
/// component.
/// </summary>
[AddComponentMenu("")]
[FeedbackHelp("This feedback allows you to control Panini Projection distance and crop to fit over time. " +
"It requires you have in your scene an object with a Volume " +
"with PaniniProjection active, and a MMPaniniProjectionShaker_URP component.")]
#if MM_URP
[FeedbackPath("PostProcess/Panini Projection URP")]
#endif
[MovedFrom(false, null, "MoreMountains.Feedbacks.URP")]
public class MMF_PaniniProjection_URP : MMF_Feedback
{
/// a static bool used to disable all feedbacks of this type at once
public static bool FeedbackTypeAuthorized = true;
/// sets the inspector color for this feedback
#if UNITY_EDITOR
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.PostProcessColor; } }
public override bool HasCustomInspectors => true;
public override bool HasAutomaticShakerSetup => true;
#endif
[FeedbackHelp("This feedback allows you to control Panini Projection distance and crop to fit over time. " +
"It requires you have in your scene an object with a Volume " +
"with PaniniProjection active, and a MMPaniniProjectionShaker_URP component.")]
#if MM_URP
[FeedbackPath("PostProcess/Panini Projection URP")]
#endif
[MovedFrom(false, null, "MoreMountains.Feedbacks.URP")]
public class MMF_PaniniProjection_URP : MMF_Feedback
{
/// a static bool used to disable all feedbacks of this type at once
public static bool FeedbackTypeAuthorized = true;
/// the duration of this feedback is the duration of the shake
public override float FeedbackDuration { get { return ApplyTimeMultiplier(Duration); } set { Duration = value; } }
public override bool HasChannel => true;
public override bool HasRandomness => true;
[MMFInspectorGroup("Panini Projection", true, 28)]
/// the duration of the shake, in seconds
[Tooltip("the duration of the shake, in seconds")]
public float Duration = 0.2f;
[MMFInspectorGroup("Panini Projection", true, 28)]
/// the duration of the shake, in seconds
[Tooltip("the duration of the shake, in seconds")]
public float Duration = 0.2f;
/// whether or not to reset shaker values after shake
[Tooltip("whether or not to reset shaker values after shake")]
public bool ResetShakerValuesAfterShake = true;
/// whether or not to reset the target's values after shake
[Tooltip("whether or not to reset the target's values after shake")]
public bool ResetTargetValuesAfterShake = true;
[MMFInspectorGroup("Distance", true, 27)]
/// whether or not to add to the initial value
[Tooltip("whether or not to add to the initial value")]
public bool RelativeDistance = false;
[MMFInspectorGroup("Distance", true, 27)]
/// whether or not to add to the initial value
[Tooltip("whether or not to add to the initial value")]
public bool RelativeDistance = false;
/// the curve used to animate the distance value on
[Tooltip("the curve used to animate the distance value on")]
public AnimationCurve ShakeDistance = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
/// the value to remap the curve's 0 to
[Tooltip("the value to remap the curve's 0 to")]
[Range(0f, 1f)]
public float RemapDistanceZero = 0f;
/// the value to remap the curve's 1 to
[Tooltip("the value to remap the curve's 1 to")]
[Range(0f, 1f)]
public float RemapDistanceOne = 1f;
/// the value to remap the curve's 1 to
[Tooltip("the value to remap the curve's 1 to")] [Range(0f, 1f)]
public float RemapDistanceOne = 1f;
/// <summary>
/// Triggers a bloom shake
/// </summary>
/// <param name="position"></param>
/// <param name="attenuation"></param>
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
float intensityMultiplier = ComputeIntensity(feedbacksIntensity, position);
MMPaniniProjectionShakeEvent_URP.Trigger(ShakeDistance, FeedbackDuration, RemapDistanceZero, RemapDistanceOne, RelativeDistance, intensityMultiplier, ChannelData,
ResetShakerValuesAfterShake, ResetTargetValuesAfterShake, NormalPlayDirection, ComputedTimescaleMode);
}
/// <summary>
/// On stop we stop our transition
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
base.CustomStopFeedback(position, feedbacksIntensity);
MMPaniniProjectionShakeEvent_URP.Trigger(ShakeDistance, FeedbackDuration, RemapDistanceZero, RemapDistanceOne, RelativeDistance, channelData: ChannelData, stop: true);
}
/// the value to remap the curve's 0 to
[Tooltip("the value to remap the curve's 0 to")] [Range(0f, 1f)]
public float RemapDistanceZero = 0f;
/// <summary>
/// On restore, we put our object back at its initial position
/// </summary>
protected override void CustomRestoreInitialValues()
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
MMPaniniProjectionShakeEvent_URP.Trigger(ShakeDistance, FeedbackDuration, RemapDistanceZero, RemapDistanceOne, RelativeDistance, channelData: ChannelData, restore: true);
}
/// <summary>
/// Automaticall sets up the post processing profile and shaker
/// </summary>
public override void AutomaticShakerSetup()
{
#if MM_URP && UNITY_EDITOR
MMURPHelpers.GetOrCreateVolume<PaniniProjection, MMPaniniProjectionShaker_URP>(Owner, "PaniniProjection");
#endif
}
}
/// whether or not to reset shaker values after shake
[Tooltip("whether or not to reset shaker values after shake")]
public bool ResetShakerValuesAfterShake = true;
/// whether or not to reset the target's values after shake
[Tooltip("whether or not to reset the target's values after shake")]
public bool ResetTargetValuesAfterShake = true;
/// the curve used to animate the distance value on
[Tooltip("the curve used to animate the distance value on")]
public AnimationCurve ShakeDistance = new(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
/// the duration of this feedback is the duration of the shake
public override float FeedbackDuration
{
get => ApplyTimeMultiplier(Duration);
set => Duration = value;
}
public override bool HasChannel => true;
public override bool HasRandomness => true;
/// <summary>
/// Triggers a bloom shake
/// </summary>
/// <param name="position"></param>
/// <param name="attenuation"></param>
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
{
if (!Active || !FeedbackTypeAuthorized) return;
var intensityMultiplier = ComputeIntensity(feedbacksIntensity, position);
MMPaniniProjectionShakeEvent_URP.Trigger(ShakeDistance, FeedbackDuration, RemapDistanceZero,
RemapDistanceOne, RelativeDistance, intensityMultiplier, ChannelData,
ResetShakerValuesAfterShake, ResetTargetValuesAfterShake, NormalPlayDirection, ComputedTimescaleMode);
}
/// <summary>
/// On stop we stop our transition
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
{
if (!Active || !FeedbackTypeAuthorized) return;
base.CustomStopFeedback(position, feedbacksIntensity);
MMPaniniProjectionShakeEvent_URP.Trigger(ShakeDistance, FeedbackDuration, RemapDistanceZero,
RemapDistanceOne, RelativeDistance, channelData: ChannelData, stop: true);
}
/// <summary>
/// On restore, we put our object back at its initial position
/// </summary>
protected override void CustomRestoreInitialValues()
{
if (!Active || !FeedbackTypeAuthorized) return;
MMPaniniProjectionShakeEvent_URP.Trigger(ShakeDistance, FeedbackDuration, RemapDistanceZero,
RemapDistanceOne, RelativeDistance, channelData: ChannelData, restore: true);
}
/// <summary>
/// Automaticall sets up the post processing profile and shaker
/// </summary>
public override void AutomaticShakerSetup()
{
#if MM_URP && UNITY_EDITOR
MMURPHelpers.GetOrCreateVolume<PaniniProjection, MMPaniniProjectionShaker_URP>(Owner, "PaniniProjection");
#endif
}
/// sets the inspector color for this feedback
#if UNITY_EDITOR
public override Color FeedbackColor
{
get { return MMFeedbacksInspectorColors.PostProcessColor; }
}
public override bool HasCustomInspectors => true;
public override bool HasAutomaticShakerSetup => true;
#endif
}
}

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@@ -1,5 +1,5 @@
using UnityEngine;
using MoreMountains.Feedbacks;
using MoreMountains.Feedbacks;
using UnityEngine;
using UnityEngine.Scripting.APIUpdating;
#if MM_URP
using UnityEngine.Rendering.Universal;
@@ -8,136 +8,145 @@ using UnityEngine.Rendering.Universal;
namespace MoreMountains.FeedbacksForThirdParty
{
/// <summary>
/// This feedback allows you to control URP vignette intensity over time.
/// It requires you have in your scene an object with a Volume
/// with Vignette active, and a MMVignetteShaker_URP component.
/// This feedback allows you to control URP vignette intensity over time.
/// It requires you have in your scene an object with a Volume
/// with Vignette active, and a MMVignetteShaker_URP component.
/// </summary>
[AddComponentMenu("")]
#if MM_URP
[FeedbackPath("PostProcess/Vignette URP")]
#endif
[MovedFrom(false, null, "MoreMountains.Feedbacks.URP")]
[FeedbackHelp("This feedback allows you to control vignette intensity over time. " +
"It requires you have in your scene an object with a Volume " +
"with Vignette active, and a MMVignetteShaker_URP component.")]
public class MMF_Vignette_URP : MMF_Feedback
{
/// a static bool used to disable all feedbacks of this type at once
public static bool FeedbackTypeAuthorized = true;
/// sets the inspector color for this feedback
#if UNITY_EDITOR
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.PostProcessColor; } }
public override bool HasCustomInspectors => true;
public override bool HasAutomaticShakerSetup => true;
#endif
#if MM_URP
[FeedbackPath("PostProcess/Vignette URP")]
#endif
[MovedFrom(false, null, "MoreMountains.Feedbacks.URP")]
[FeedbackHelp("This feedback allows you to control vignette intensity over time. " +
"It requires you have in your scene an object with a Volume " +
"with Vignette active, and a MMVignetteShaker_URP component.")]
public class MMF_Vignette_URP : MMF_Feedback
{
/// a static bool used to disable all feedbacks of this type at once
public static bool FeedbackTypeAuthorized = true;
/// the duration of this feedback is the duration of the shake
public override float FeedbackDuration { get { return ApplyTimeMultiplier(Duration); } set { Duration = value; } }
public override bool HasChannel => true;
public override bool HasRandomness => true;
/// the curve to animate the color on
[Tooltip("the curve to animate the color on")]
public AnimationCurve ColorCurve = new(new Keyframe(0, 0), new Keyframe(0.05f, 1f), new Keyframe(0.95f, 1),
new Keyframe(1, 0));
[MMFInspectorGroup("Vignette", true, 28)]
/// the duration of the shake, in seconds
[Tooltip("the duration of the shake, in seconds")]
public float Duration = 0.2f;
/// whether or not to reset shaker values after shake
[Tooltip("whether or not to reset shaker values after shake")]
public bool ResetShakerValuesAfterShake = true;
/// whether or not to reset the target's values after shake
[Tooltip("whether or not to reset the target's values after shake")]
public bool ResetTargetValuesAfterShake = true;
[MMFInspectorGroup("Vignette", true, 28)]
/// the duration of the shake, in seconds
[Tooltip("the duration of the shake, in seconds")]
public float Duration = 0.2f;
[MMFInspectorGroup("Intensity", true, 29)]
/// the curve to animate the intensity on
[Tooltip("the curve to animate the intensity on")]
public AnimationCurve Intensity = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
/// the value to remap the curve's zero to
[Tooltip("the value to remap the curve's zero to")]
[Range(0f, 1f)]
public float RemapIntensityZero = 0f;
/// the value to remap the curve's one to
[Tooltip("the value to remap the curve's one to")]
[Range(0f, 1f)]
public float RemapIntensityOne = 1.0f;
/// whether or not to add to the initial intensity
[Tooltip("whether or not to add to the initial intensity")]
public bool RelativeIntensity = false;
[Header("Color")]
/// whether or not to also animate the vignette's color
[Tooltip("whether or not to also animate the vignette's color")]
public bool InterpolateColor = false;
/// the curve to animate the color on
[Tooltip("the curve to animate the color on")]
public AnimationCurve ColorCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.05f, 1f), new Keyframe(0.95f, 1), new Keyframe(1, 0));
/// the value to remap the curve's 0 to
[Tooltip("the value to remap the curve's 0 to")]
[Range(0, 1)]
public float RemapColorZero = 0f;
/// the value to remap the curve's 1 to
[Tooltip("the value to remap the curve's 1 to")]
[Range(0f, 1f)]
public float RemapColorOne = 1f;
/// the color to lerp towards
[Tooltip("the color to lerp towards")]
public Color TargetColor = Color.red;
[MMFInspectorGroup("Intensity", true, 29)]
/// the curve to animate the intensity on
[Tooltip("the curve to animate the intensity on")]
public AnimationCurve Intensity = new(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
/// <summary>
/// Triggers a vignette shake
/// </summary>
/// <param name="position"></param>
/// <param name="attenuation"></param>
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
float intensityMultiplier = ComputeIntensity(feedbacksIntensity, position);
MMVignetteShakeEvent_URP.Trigger(Intensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, intensityMultiplier,
ChannelData, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake, NormalPlayDirection, ComputedTimescaleMode, false, false, InterpolateColor,
ColorCurve, RemapColorZero, RemapColorOne, TargetColor);
}
/// <summary>
/// On stop we stop our transition
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
{
base.CustomStopFeedback(position, feedbacksIntensity);
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
MMVignetteShakeEvent_URP.Trigger(Intensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, stop: true, channelData: ChannelData);
}
[Header("Color")]
/// whether or not to also animate the vignette's color
[Tooltip("whether or not to also animate the vignette's color")]
public bool InterpolateColor = false;
/// <summary>
/// On restore, we put our object back at its initial position
/// </summary>
protected override void CustomRestoreInitialValues()
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
MMVignetteShakeEvent_URP.Trigger(Intensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, restore: true, channelData: ChannelData);
}
/// <summary>
/// Automaticall sets up the post processing profile and shaker
/// </summary>
public override void AutomaticShakerSetup()
{
#if MM_URP && UNITY_EDITOR
MMURPHelpers.GetOrCreateVolume<Vignette, MMVignetteShaker_URP>(Owner, "Vignette");
#endif
}
}
/// whether or not to add to the initial intensity
[Tooltip("whether or not to add to the initial intensity")]
public bool RelativeIntensity = false;
/// the value to remap the curve's 1 to
[Tooltip("the value to remap the curve's 1 to")] [Range(0f, 1f)]
public float RemapColorOne = 1f;
/// the value to remap the curve's 0 to
[Tooltip("the value to remap the curve's 0 to")] [Range(0, 1)]
public float RemapColorZero = 0f;
/// the value to remap the curve's one to
[Tooltip("the value to remap the curve's one to")] [Range(0f, 1f)]
public float RemapIntensityOne = 1.0f;
/// the value to remap the curve's zero to
[Tooltip("the value to remap the curve's zero to")] [Range(0f, 1f)]
public float RemapIntensityZero = 0f;
/// whether or not to reset shaker values after shake
[Tooltip("whether or not to reset shaker values after shake")]
public bool ResetShakerValuesAfterShake = true;
/// whether or not to reset the target's values after shake
[Tooltip("whether or not to reset the target's values after shake")]
public bool ResetTargetValuesAfterShake = true;
/// the color to lerp towards
[Tooltip("the color to lerp towards")] public Color TargetColor = Color.red;
/// the duration of this feedback is the duration of the shake
public override float FeedbackDuration
{
get => ApplyTimeMultiplier(Duration);
set => Duration = value;
}
public override bool HasChannel => true;
public override bool HasRandomness => true;
/// <summary>
/// Triggers a vignette shake
/// </summary>
/// <param name="position"></param>
/// <param name="attenuation"></param>
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
{
if (!Active || !FeedbackTypeAuthorized) return;
var intensityMultiplier = ComputeIntensity(feedbacksIntensity, position);
MMVignetteShakeEvent_URP.Trigger(Intensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne,
RelativeIntensity, intensityMultiplier,
ChannelData, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake, NormalPlayDirection,
ComputedTimescaleMode, false, false, InterpolateColor,
ColorCurve, RemapColorZero, RemapColorOne, TargetColor);
}
/// <summary>
/// On stop we stop our transition
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
{
base.CustomStopFeedback(position, feedbacksIntensity);
if (!Active || !FeedbackTypeAuthorized) return;
MMVignetteShakeEvent_URP.Trigger(Intensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne,
RelativeIntensity, stop: true, channelData: ChannelData);
}
/// <summary>
/// On restore, we put our object back at its initial position
/// </summary>
protected override void CustomRestoreInitialValues()
{
if (!Active || !FeedbackTypeAuthorized) return;
MMVignetteShakeEvent_URP.Trigger(Intensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne,
RelativeIntensity, restore: true, channelData: ChannelData);
}
/// <summary>
/// Automaticall sets up the post processing profile and shaker
/// </summary>
public override void AutomaticShakerSetup()
{
#if MM_URP && UNITY_EDITOR
MMURPHelpers.GetOrCreateVolume<Vignette, MMVignetteShaker_URP>(Owner, "Vignette");
#endif
}
/// sets the inspector color for this feedback
#if UNITY_EDITOR
public override Color FeedbackColor
{
get { return MMFeedbacksInspectorColors.PostProcessColor; }
}
public override bool HasCustomInspectors => true;
public override bool HasAutomaticShakerSetup => true;
#endif
}
}

View File

@@ -1,3 +1,3 @@
{
"reference": "GUID:4a1cb1490dc4df8409b2580d6b44e75e"
"reference": "GUID:4a1cb1490dc4df8409b2580d6b44e75e"
}