WinterJamSnowman/Assets/Scripts/LemonGenericLib/Visual Effects/CameraController.cs

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2023-01-24 13:51:46 +00:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Lemon.GenericLib.VFX {
public class CameraController : MonoBehaviour
{
public static CameraController instanceCC;
[SerializeField] Camera cam;
[SerializeField] Transform player;
[SerializeField] float shootshakeDuration = 0.2f;
private Vector2 originalPosition;
Vector3 target, mousePos, refVel, shkeOffset;
float cameraDist = 2.5f;
float smoothTime = 0.2f;
[SerializeField] float shootShakeMagnitude = 2;
Vector3 shootShakeDirection = Vector3.zero;
float shootShakeTimeEnd = 0;
bool shootshake = false;
[SerializeField] float shakePower;
[SerializeField] float smallShakeMultiplier;
[SerializeField] Vector2 screenshakeOffset = Vector2.zero;
//private Game_Manager gameManager;
//singleton pattern
private void Awake()
{
if (instanceCC == null)
{
instanceCC = this;
}
if (instanceCC != this)
{
Destroy(gameObject);
}
}
public void SetPlayer(Transform playerTransform)
{
player = playerTransform;
}
// Start is called before the first frame update
void Start()
{
//cb = GetComponent<CinemachineBrain>();
//gameManager = Game_Manager.instanceGM;
cam = Camera.main;
originalPosition = transform.position;
//player = FindObjectOfType<PlayerController>()?.transform;
screenshakeOffset = Vector2.zero;
//gameManager.ChangeGameStateEvent += HandleGameStateChanges;
}
////not working currently for some reason
//private void HandleGameStateChanges(object sender, Game_Manager.ChangeGameStateArgs e)
//{
// //Debug.Log("finding player");
// if (e.newState == Game_Manager.GameState.gameplay) {
// Invoke("FindPlayer", 0.01f);
// }
//}
void FindPlayer()
{
Debug.Log("finding player");
//player = FindObjectOfType<PlayerController>()?.transform;
}
Vector3 shootShakeOffset = Vector3.zero;
// Update is called once per frame
void Update()
{
Vector3 destinationPos = originalPosition;
//Vector3 destinationPos = transform.position;
//if (player != null)
//{
// mousePos = GetMousePos();
// target = UpdateTargetPos();
// Vector3 tempPos;
// tempPos = Vector3.SmoothDamp(transform.position, target, ref refVel, smoothTime);
// transform.position = tempPos;
// //mouse distance thing
// Vector2 playerPos = Vector3.zero;
// destinationPos = Vector2.Lerp(originalPosition, playerPos, 0.2f);
// Vector2 MousePos = cam.ScreenToWorldPoint(Input.mousePosition);
// Vector3 mouseDistance = MousePos - playerPos;
// mouseDistance = Vector3.Lerp(Vector3.zero, mouseDistance, 0.05f);
// mouseDistance.z = 0;
if (!shootshake || Time.time >= shootShakeTimeEnd)
{
shootshake = false;
//Debug.Log("not shaking");
shootShakeOffset = Vector3.Lerp(shootShakeOffset, Vector3.zero, 15 * Time.deltaTime);
}
else
{
//Debug.Log(" shaking");
shootShakeOffset = Vector3.Lerp(shootShakeOffset, shootShakeDirection * shootShakeMagnitude, 15 * Time.deltaTime);
}
destinationPos.z = -10;
transform.position = destinationPos + (Vector3)screenshakeOffset + shootShakeOffset;
//}
//else
//{
// destinationPos = Vector2.Lerp(transform.position, originalPosition, 0.2f);
// destinationPos.z = -10;
// transform.position = destinationPos + (Vector3)screenshakeOffset;
//}
}
public Vector3 UpdateTargetPos()
{
Vector3 mouseOffset = mousePos * cameraDist;
Vector3 ret = player.position + mouseOffset;
ret.z = -10;
return ret;
}
public Vector3 GetMousePos()
{
Vector2 ret = cam.ScreenToViewportPoint(Input.mousePosition);
ret *= 2;
ret -= Vector2.one;
float max = 0.9f;
if (Mathf.Abs(ret.x) > max || Mathf.Abs(ret.y) > max)
{
ret = ret.normalized;
}
return ret;
}
public void ApplyShootShake(float duration, Vector3 direction)
{
shootshake = true;
shootShakeDirection = direction;
//yield return new WaitForSeconds(duration);
shootShakeTimeEnd = Time.time + duration;
}
public void ApplyShootShake(float angle, float power)
{
shootshake = true;
shootShakeDirection = (new Vector3((float)Mathf.Cos(angle * Mathf.Deg2Rad), (float)Mathf.Sin(angle * Mathf.Deg2Rad))).normalized;
//yield return new WaitForSeconds(duration);
shootShakeTimeEnd = Time.time + shootshakeDuration;
}
public void ApplyShootShake(float angle)
{
shootshake = true;
shootShakeDirection = (new Vector3((float)Mathf.Cos(angle * Mathf.Deg2Rad), (float)Mathf.Sin(angle * Mathf.Deg2Rad))).normalized;
//yield return new WaitForSeconds(duration);
shootShakeTimeEnd = Time.time + shootshakeDuration;
}
public void ApplyShootShake(Vector3 direction)
{
shootshake = true;
shootShakeDirection = direction;
//yield return new WaitForSeconds(duration);
shootShakeTimeEnd = Time.time + shootshakeDuration;
}
public void ApplyScreenShake(float duration = 0.1f, bool isSmall = false)
{
StopCoroutine("Screenshake");
StartCoroutine(Screenshake(duration, isSmall));
}
public void ApplyScreenShake(float duration, float newShakePower, bool isSmall = false)
{
//cb.enabled = false;
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Debug.Log("shake man!!!'");
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StopCoroutine("Screenshake");
StartCoroutine(Screenshake(duration, newShakePower, isSmall));
}
IEnumerator Screenshake(float duration, bool isSmall = false)
{
screenshakeOffset = Vector2.zero;
//originalPosition = transform.position;
//cb.enabled = false;
//Debug.Log("shake " + cb.enabled);
float currentShakePower = shakePower;
if (isSmall) currentShakePower *= smallShakeMultiplier;
float shakeFadeTime = currentShakePower / duration;
while (duration > 0)
{
float xOffset = Random.Range(-1f, 1f) * currentShakePower;
float yOffset = Random.Range(-1f, 1f) * currentShakePower;
screenshakeOffset.x = xOffset;
screenshakeOffset.y = yOffset;
duration -= Time.deltaTime;
currentShakePower = Mathf.MoveTowards(shakePower, 0f, shakeFadeTime * Time.deltaTime);
yield return null;
}
screenshakeOffset = Vector2.zero;
// cb.enabled = true;
}
IEnumerator Screenshake(float duration, float thisShakePower, bool isSmall = false)
{
screenshakeOffset = Vector2.zero;
float currentShakePower = thisShakePower;
if (isSmall) currentShakePower *= smallShakeMultiplier;
float shakeFadeTime = currentShakePower / duration;
while (duration > 0)
{
float xOffset = Random.Range(-1f, 1f) * currentShakePower;
float yOffset = Random.Range(-1f, 1f) * currentShakePower;
screenshakeOffset.x = xOffset;
screenshakeOffset.y = yOffset;
duration -= Time.deltaTime;
currentShakePower = Mathf.MoveTowards(shakePower, 0f, shakeFadeTime * Time.deltaTime);
yield return null;
}
screenshakeOffset = Vector2.zero;
}
public void HitPause(float duration = 0.05f)
{
Time.timeScale = 1;
StopCoroutine("HitPauseRoutine");
StartCoroutine(HitPauseRoutine(duration));
}
IEnumerator HitPauseRoutine(float duration)
{
// Debug.LogError("FUCK");
Time.timeScale = 0;
yield return new WaitForSecondsRealtime(duration);
Time.timeScale = 1;
}
}
}