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/// ---------------------------------------------
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/// Ultimate Character Controller
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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.UltimateCharacterController.Character.Effects
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{
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using Opsive.Shared.Events;
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using Opsive.UltimateCharacterController.Motion;
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using UnityEngine;
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/// <summary>
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/// Shakes the camera, item, or character based on a force magnitude.
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/// </summary>
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public class Shake : Effect
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{
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/// <summary>
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/// Specifies which objects to apply the shaking force to.
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/// </summary>
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public enum ShakeTarget
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{
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Camera = 1, // Shakes the camera.
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Item = 2, // Shakes the equipped item.
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Character = 4 // Shakes the character.
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}
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[Tooltip("Specifies which objects to apply the shaking force to.")]
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[HideInInspector] [SerializeField] protected ShakeTarget m_Target = ShakeTarget.Camera | ShakeTarget.Item | ShakeTarget.Character;
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[Tooltip("The amount of force to apply to the shake.")]
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[SerializeField] protected Vector2 m_Force = new Vector2(0.4f, 0.4f);
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[Tooltip("Should a smooth horizontal force be added? If false a random force between 0 and Force.x will be used.")]
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[SerializeField] protected bool m_SmoothHorizontalForce = true;
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[Tooltip("Specifies the probability that a vertical force will be applied.")]
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[SerializeField] protected float m_VerticalForceProbability = 0.3f;
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[Tooltip("The amount of time that it takes for the effect to fade out.")]
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[SerializeField] protected float m_FadeOutDuration = 4;
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[Tooltip("Exaggerates or reduces the positional force imposed.")]
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[SerializeField] protected float m_PositionalFactor = 1;
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[Tooltip("Exaggerates or reduces the rotational force imposed.")]
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[SerializeField] protected float m_RotationalFactor = 3;
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[Tooltip("The number of seconds that the effect will last.")]
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[SerializeField] protected float m_Duration = 7;
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public ShakeTarget Target { get { return m_Target; } set { m_Target = value; } }
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public Vector2 Force { get { return m_Force; } set { m_Force = value; } }
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public bool SmoothHorizontalForce { get { return m_SmoothHorizontalForce; } set { m_SmoothHorizontalForce = value; } }
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public float VerticalForceProbability { get { return m_VerticalForceProbability; } set { m_VerticalForceProbability = value; } }
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public float FadeOutDuration { get { return m_FadeOutDuration; } set { m_FadeOutDuration = value; } }
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public float PositionalFactor { get { return m_PositionalFactor; } set { m_PositionalFactor = value; } }
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public float RotationalFactor { get { return m_RotationalFactor; } set { m_RotationalFactor = value; } }
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public float Duration { get { return m_Duration; } set { m_Duration = value; } }
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private float m_StartTime;
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private Vector3 m_TotalForce;
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/// <summary>
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/// Can the effect be started?
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/// </summary>
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/// <returns>True if the effect can be started.</returns>
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public override bool CanStartEffect()
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{
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if (m_Target == 0) {
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return false;
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}
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return base.CanStartEffect();
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}
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/// <summary>
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/// The effect has been started.
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/// </summary>
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protected override void EffectStarted()
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{
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base.EffectStarted();
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m_StartTime = Time.unscaledTime;
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m_TotalForce = Vector3.zero;
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}
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/// <summary>
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/// Updates the effect.
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/// </summary>
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public override void Update()
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{
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// Stop the effect if it has occurred for more than the duration.
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var endTime = m_StartTime + m_Duration;
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if (endTime < Time.unscaledTime) {
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StopEffect();
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return;
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}
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var force = Vector3.zero;
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if (m_SmoothHorizontalForce) {
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// Apply a horizontal force which is the perlin noise value between 0 and the force. This force will ease out during the specified fade out duration.
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force.x = SmoothRandom.GetVector3Centered(1).x * m_Force.x * Mathf.Min(endTime - Time.unscaledTime, m_FadeOutDuration) * Time.timeScale * m_CharacterLocomotion.TimeScale;
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} else {
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// If smooth horizontal force is false then apply a random force which will ease out during the specified fade out duration.
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force.x = Random.Range(-m_Force.x, m_Force.x) * Mathf.Min(endTime - Time.unscaledTime, m_FadeOutDuration);
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// Alternates between positive and negative to produce sharp shakes with nice spring smoothness.
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if (Mathf.Sign(m_TotalForce.x) == Mathf.Sign(force.x)) {
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force.x = -force.x;
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}
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}
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// Restrict the number of times a vertical force is applied to prevent a jerky movements.
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if (Random.value <= m_VerticalForceProbability) {
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// Smoothly fade out during the specified fade out duration.
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force.y = Random.Range(0, m_Force.y) * Mathf.Min(endTime - Time.unscaledTime, m_FadeOutDuration);
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// Alternates between positive and negative to produce sharp shakes with nice spring smoothness.
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if (Mathf.Sign(m_TotalForce.y) == Mathf.Sign(force.y)) {
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force.y = -force.y;
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}
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}
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m_TotalForce += force;
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// Add the force to the camera.
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if ((m_Target & ShakeTarget.Camera) != 0 && m_CameraController != null) {
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m_CameraController.AddPositionalForce(force * m_PositionalFactor);
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m_CameraController.AddRotationalForce(-force * 2 * m_RotationalFactor);
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}
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// Add the force to the item.
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if ((m_Target & ShakeTarget.Item) != 0) {
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var positionalForce = Vector3.forward * force.x * 0.015f;
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var rotationalForce = positionalForce;
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rotationalForce.Set(force.y * 2, -force.x, force.x * 2);
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EventHandler.ExecuteEvent(m_GameObject, "OnAddSecondaryForce", -1, positionalForce, rotationalForce, true);
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}
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// Add the horizontal force to the character.
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if ((m_Target & ShakeTarget.Character) != 0) {
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force.y = 0;
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m_CharacterLocomotion.AddForce(force * m_PositionalFactor);
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}
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}
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}
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}
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