2019-08-04 18:35:08 +02:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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2019-08-14 16:17:48 +02:00
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namespace Saltosion.OneWeapon.Effects {
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2019-08-04 18:35:08 +02:00
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public class CameraFX : MonoBehaviour {
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public Transform Player;
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public Transform ShakeHandle;
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2019-08-07 20:03:51 +02:00
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public Transform CameraTransform;
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public Camera Camera;
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2019-08-04 18:35:08 +02:00
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private Vector3 Offset;
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private float ScreenShakeTime = 0.0f;
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private float ScreenShakeIntensity = 0.0f;
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private float TimeStopCooldown = 0.0f;
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2019-08-21 22:14:23 +02:00
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private Vector3 DummyPosition;
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2019-08-04 18:35:08 +02:00
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private void Start() {
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2019-08-07 20:03:51 +02:00
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Offset = CameraTransform.position;
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2019-08-21 22:14:23 +02:00
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DummyPosition = Player.position + Offset;
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2019-08-04 18:35:08 +02:00
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}
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private void Update() {
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if (TimeStopCooldown > 0) {
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TimeStopCooldown -= Time.deltaTime / Time.timeScale;
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if (TimeStopCooldown <= 0) {
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Time.timeScale = 1.0f;
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}
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}
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2019-08-04 19:08:13 +02:00
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Vector2 TargetPosition = (Player.position * 2f + Camera.ScreenToWorldPoint(Input.mousePosition)) / 3.0f;
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2019-08-21 22:14:23 +02:00
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DummyPosition = Vector3.Lerp(DummyPosition, TargetPosition, 5f * Time.deltaTime / Time.timeScale) + Offset;
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CameraTransform.position = new Vector3(Mathf.Floor(DummyPosition.x * 100) / 100, Mathf.Floor(DummyPosition.y * 100) / 100, Mathf.Floor(DummyPosition.z));
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2019-08-04 18:35:08 +02:00
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if (ScreenShakeTime > 0) {
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ScreenShakeTime -= Time.deltaTime;
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ShakeHandle.localPosition = new Vector2(Random.value, Random.value) *
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Mathf.Pow(ScreenShakeTime, 2f) * ScreenShakeIntensity * Random.value;
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}
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}
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public void StopFor(float seconds) {
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Time.timeScale = 0.05f;
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TimeStopCooldown = seconds;
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}
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public void ScreenShake(float intensity) {
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ScreenShakeIntensity = intensity;
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ScreenShakeTime = 0.2f;
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}
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}
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}
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