SLEAPY_SMURF/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_Effect.CameraShake.cs

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2023-04-30 11:23:57 +00:00
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace CartoonFX
{
public partial class CFXR_Effect : MonoBehaviour
{
[System.Serializable]
public class CameraShake
{
public enum ShakeSpace
{
Screen,
World
}
static public bool editorPreview = true;
//--------------------------------------------------------------------------------------------------------------------------------
public bool enabled = false;
[Space]
public bool useMainCamera = true;
public List<Camera> cameras = new List<Camera>();
[Space]
public float delay = 0.0f;
public float duration = 1.0f;
public ShakeSpace shakeSpace = ShakeSpace.Screen;
public Vector3 shakeStrength = new Vector3(0.1f, 0.1f, 0.1f);
public AnimationCurve shakeCurve = AnimationCurve.Linear(0, 1, 1, 0);
[Space]
[Range(0, 0.1f)] public float shakesDelay = 0;
[System.NonSerialized] public bool isShaking;
Dictionary<Camera, Vector3> camerasPreRenderPosition = new Dictionary<Camera, Vector3>();
Vector3 shakeVector;
float delaysTimer;
//--------------------------------------------------------------------------------------------------------------------------------
// STATIC
// Use static methods to dispatch the Camera callbacks, to ensure that ScreenShake components are called in an order in PreRender,
// and in the _reverse_ order for PostRender, so that the final Camera position is the same as it is originally (allowing concurrent
// screen shake to be active)
static bool s_CallbackRegistered;
static List<CameraShake> s_CameraShakes = new List<CameraShake>();
#if UNITY_2019_1_OR_NEWER
static void OnPreRenderCamera_Static_URP(ScriptableRenderContext context, Camera cam)
{
OnPreRenderCamera_Static(cam);
}
static void OnPostRenderCamera_Static_URP(ScriptableRenderContext context, Camera cam)
{
OnPostRenderCamera_Static(cam);
}
#endif
static void OnPreRenderCamera_Static(Camera cam)
{
int count = s_CameraShakes.Count;
for (int i = 0; i < count; i++)
{
var ss = s_CameraShakes[i];
ss.onPreRenderCamera(cam);
}
}
static void OnPostRenderCamera_Static(Camera cam)
{
int count = s_CameraShakes.Count;
for (int i = count-1; i >= 0; i--)
{
var ss = s_CameraShakes[i];
ss.onPostRenderCamera(cam);
}
}
static void RegisterStaticCallback(CameraShake cameraShake)
{
s_CameraShakes.Add(cameraShake);
if (!s_CallbackRegistered)
{
#if UNITY_2019_1_OR_NEWER
#if UNITY_2019_3_OR_NEWER
if (GraphicsSettings.currentRenderPipeline == null)
#else
if (GraphicsSettings.renderPipelineAsset == null)
#endif
{
// Built-in Render Pipeline
Camera.onPreRender += OnPreRenderCamera_Static;
Camera.onPostRender += OnPostRenderCamera_Static;
}
else
{
// URP
RenderPipelineManager.beginCameraRendering += OnPreRenderCamera_Static_URP;
RenderPipelineManager.endCameraRendering += OnPostRenderCamera_Static_URP;
}
#else
Camera.onPreRender += OnPreRenderCamera_Static;
Camera.onPostRender += OnPostRenderCamera_Static;
#endif
s_CallbackRegistered = true;
}
}
static void UnregisterStaticCallback(CameraShake cameraShake)
{
s_CameraShakes.Remove(cameraShake);
if (s_CallbackRegistered && s_CameraShakes.Count == 0)
{
#if UNITY_2019_1_OR_NEWER
#if UNITY_2019_3_OR_NEWER
if (GraphicsSettings.currentRenderPipeline == null)
#else
if (GraphicsSettings.renderPipelineAsset == null)
#endif
{
// Built-in Render Pipeline
Camera.onPreRender -= OnPreRenderCamera_Static;
Camera.onPostRender -= OnPostRenderCamera_Static;
}
else
{
// URP
RenderPipelineManager.beginCameraRendering -= OnPreRenderCamera_Static_URP;
RenderPipelineManager.endCameraRendering -= OnPostRenderCamera_Static_URP;
}
#else
Camera.onPreRender -= OnPreRenderCamera_Static;
Camera.onPostRender -= OnPostRenderCamera_Static;
#endif
s_CallbackRegistered = false;
}
}
//--------------------------------------------------------------------------------------------------------------------------------
void onPreRenderCamera(Camera cam)
{
#if UNITY_EDITOR
//add scene view camera if necessary
if (SceneView.currentDrawingSceneView != null && SceneView.currentDrawingSceneView.camera == cam && !camerasPreRenderPosition.ContainsKey(cam))
{
camerasPreRenderPosition.Add(cam, cam.transform.localPosition);
}
#endif
if (isShaking && camerasPreRenderPosition.ContainsKey(cam))
{
camerasPreRenderPosition[cam] = cam.transform.localPosition;
if (Time.timeScale <= 0) return;
switch (shakeSpace)
{
case ShakeSpace.Screen: cam.transform.localPosition += cam.transform.rotation * shakeVector; break;
case ShakeSpace.World: cam.transform.localPosition += shakeVector; break;
}
}
}
void onPostRenderCamera(Camera cam)
{
if (camerasPreRenderPosition.ContainsKey(cam))
{
cam.transform.localPosition = camerasPreRenderPosition[cam];
}
}
public void fetchCameras()
{
#if UNITY_EDITOR
if (!EditorApplication.isPlayingOrWillChangePlaymode)
{
return;
}
#endif
foreach (var cam in cameras)
{
if (cam == null) continue;
camerasPreRenderPosition.Remove(cam);
}
cameras.Clear();
if (useMainCamera && Camera.main != null)
{
cameras.Add(Camera.main);
}
foreach (var cam in cameras)
{
if (cam == null) continue;
if (!camerasPreRenderPosition.ContainsKey(cam))
{
camerasPreRenderPosition.Add(cam, Vector3.zero);
}
}
}
public void StartShake()
{
if (isShaking)
{
StopShake();
}
isShaking = true;
RegisterStaticCallback(this);
}
public void StopShake()
{
isShaking = false;
shakeVector = Vector3.zero;
UnregisterStaticCallback(this);
}
public void animate(float time)
{
#if UNITY_EDITOR
if (!editorPreview && !EditorApplication.isPlaying)
{
shakeVector = Vector3.zero;
return;
}
#endif
float totalDuration = duration + delay;
if (time < totalDuration)
{
if (time < delay)
{
return;
}
if (!isShaking)
{
this.StartShake();
}
// duration of the camera shake
float delta = Mathf.Clamp01(time/totalDuration);
// delay between each camera move
if (shakesDelay > 0)
{
delaysTimer += Time.deltaTime;
if (delaysTimer < shakesDelay)
{
return;
}
else
{
while (delaysTimer >= shakesDelay)
{
delaysTimer -= shakesDelay;
}
}
}
var randomVec = new Vector3(Random.value, Random.value, Random.value);
var shakeVec = Vector3.Scale(randomVec, shakeStrength) * (Random.value > 0.5f ? -1 : 1);
shakeVector = shakeVec * shakeCurve.Evaluate(delta) * GLOBAL_CAMERA_SHAKE_MULTIPLIER;
}
else if (isShaking)
{
StopShake();
}
}
}
}
}