BloodAndGore/Assets/Scripts/Effects/CameraFX.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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namespace Saltosion.OneWeapon.Effects {
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public class CameraFX : MonoBehaviour {
public Transform Player;
public Transform ShakeHandle;
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public Transform CameraTransform;
public Camera Camera;
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private Vector3 Offset;
private float ScreenShakeTime = 0.0f;
private float ScreenShakeIntensity = 0.0f;
private float TimeStopCooldown = 0.0f;
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private Vector3 DummyPosition;
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private void Start() {
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Offset = CameraTransform.position;
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DummyPosition = Player.position + Offset;
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}
private void Update() {
if (TimeStopCooldown > 0) {
TimeStopCooldown -= Time.deltaTime / Time.timeScale;
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if (TimeStopCooldown <= 0) {
Time.timeScale = 1.0f;
}
}
Vector2 TargetPosition = (Player.position * 2f + Camera.ScreenToWorldPoint(Input.mousePosition)) / 3.0f;
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DummyPosition = Vector3.Lerp(DummyPosition, TargetPosition, 5f * Time.deltaTime / Time.timeScale) + Offset;
CameraTransform.position = new Vector3(Mathf.Floor(DummyPosition.x * 100) / 100, Mathf.Floor(DummyPosition.y * 100) / 100, Mathf.Floor(DummyPosition.z));
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if (ScreenShakeTime > 0) {
ScreenShakeTime -= Time.deltaTime;
ShakeHandle.localPosition = new Vector2(Random.value, Random.value) *
Mathf.Pow(ScreenShakeTime, 2f) * ScreenShakeIntensity * Random.value;
}
}
public void StopFor(float seconds) {
Time.timeScale = 0.01f;
TimeStopCooldown = seconds;
}
public void SlowMotion(float timeScale, float seconds) {
Time.timeScale = timeScale;
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TimeStopCooldown = seconds;
}
public void ScreenShake(float intensity) {
ScreenShakeIntensity = intensity;
ScreenShakeTime = 0.2f;
}
}
}