chore: initial commit
This commit is contained in:
132
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_Bloom_URP.cs
vendored
Normal file
132
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_Bloom_URP.cs
vendored
Normal file
@@ -0,0 +1,132 @@
|
||||
using UnityEngine;
|
||||
using MoreMountains.Feedbacks;
|
||||
using UnityEngine.Scripting.APIUpdating;
|
||||
#if MM_URP
|
||||
using UnityEngine.Rendering.Universal;
|
||||
#endif
|
||||
|
||||
namespace MoreMountains.FeedbacksForThirdParty
|
||||
{
|
||||
/// <summary>
|
||||
/// This feedback allows you to control bloom intensity and threshold over time. It requires you have in your scene an object with a Volume with Bloom active, and a MMBloomShaker_URP component.
|
||||
/// </summary>
|
||||
[AddComponentMenu("")]
|
||||
[FeedbackHelp("This feedback allows you to control bloom intensity and threshold over time. It requires you have in your scene an object with a Volume " +
|
||||
"with Bloom active, and a MMBloomShaker_URP component.")]
|
||||
#if MM_URP
|
||||
[FeedbackPath("PostProcess/Bloom URP")]
|
||||
#endif
|
||||
[MovedFrom(false, null, "MoreMountains.Feedbacks.URP")]
|
||||
public class MMF_Bloom_URP : MMF_Feedback
|
||||
{
|
||||
/// a static bool used to disable all feedbacks of this type at once
|
||||
public static bool FeedbackTypeAuthorized = true;
|
||||
/// sets the inspector color for this feedback
|
||||
#if UNITY_EDITOR
|
||||
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.PostProcessColor; } }
|
||||
public override bool HasCustomInspectors => true;
|
||||
public override bool HasAutomaticShakerSetup => true;
|
||||
#endif
|
||||
|
||||
/// the duration of this feedback is the duration of the shake
|
||||
public override float FeedbackDuration { get { return ApplyTimeMultiplier(ShakeDuration); } set { ShakeDuration = value; } }
|
||||
public override bool HasChannel => true;
|
||||
public override bool HasRandomness => true;
|
||||
|
||||
[MMFInspectorGroup("Bloom", true, 41)]
|
||||
/// the duration of the feedback, in seconds
|
||||
[Tooltip("the duration of the feedback, in seconds")]
|
||||
public float ShakeDuration = 0.2f;
|
||||
/// whether or not to reset shaker values after shake
|
||||
[Tooltip("whether or not to reset shaker values after shake")]
|
||||
public bool ResetShakerValuesAfterShake = true;
|
||||
/// whether or not to reset the target's values after shake
|
||||
[Tooltip("whether or not to reset the target's values after shake")]
|
||||
public bool ResetTargetValuesAfterShake = true;
|
||||
/// whether or not to add to the initial intensity
|
||||
[Tooltip("whether or not to add to the initial intensity")]
|
||||
public bool RelativeValues = true;
|
||||
|
||||
[MMFInspectorGroup("Intensity", true, 42)]
|
||||
/// the curve to animate the intensity on
|
||||
[Tooltip("the curve to animate the intensity on")]
|
||||
public AnimationCurve ShakeIntensity = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
|
||||
/// the value to remap the curve's 0 to
|
||||
[Tooltip("the value to remap the curve's 0 to")]
|
||||
public float RemapIntensityZero = 0f;
|
||||
/// the value to remap the curve's 1 to
|
||||
[Tooltip("the value to remap the curve's 1 to")]
|
||||
public float RemapIntensityOne = 1f;
|
||||
|
||||
[MMFInspectorGroup("Threshold", true, 43)]
|
||||
/// the curve to animate the threshold on
|
||||
[Tooltip("the curve to animate the threshold on")]
|
||||
public AnimationCurve ShakeThreshold = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
|
||||
/// the value to remap the curve's 0 to
|
||||
[Tooltip("the value to remap the curve's 0 to")]
|
||||
public float RemapThresholdZero = 0f;
|
||||
/// the value to remap the curve's 1 to
|
||||
[Tooltip("the value to remap the curve's 1 to")]
|
||||
public float RemapThresholdOne = 0f;
|
||||
|
||||
/// <summary>
|
||||
/// Triggers a bloom shake
|
||||
/// </summary>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="attenuation"></param>
|
||||
protected override void CustomPlayFeedback(Vector3 position, float attenuation = 1.0f)
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
attenuation = ComputeIntensity(attenuation, position);
|
||||
|
||||
MMBloomShakeEvent_URP.Trigger(ShakeIntensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, ShakeThreshold, RemapThresholdZero, RemapThresholdOne,
|
||||
RelativeValues, attenuation, ChannelData, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake, NormalPlayDirection, ComputedTimescaleMode);
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// On stop we stop our transition
|
||||
/// </summary>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="feedbacksIntensity"></param>
|
||||
protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
base.CustomStopFeedback(position, feedbacksIntensity);
|
||||
MMBloomShakeEvent_URP.Trigger(ShakeIntensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne,
|
||||
ShakeThreshold, RemapThresholdZero, RemapThresholdOne,
|
||||
RelativeValues, channelData:ChannelData, stop: true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// On restore, we put our object back at its initial position
|
||||
/// </summary>
|
||||
protected override void CustomRestoreInitialValues()
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
MMBloomShakeEvent_URP.Trigger(ShakeIntensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne,
|
||||
ShakeThreshold, RemapThresholdZero, RemapThresholdOne,
|
||||
RelativeValues, channelData:ChannelData, restore: true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Automaticall sets up the post processing profile and shaker
|
||||
/// </summary>
|
||||
public override void AutomaticShakerSetup()
|
||||
{
|
||||
#if MM_URP && UNITY_EDITOR
|
||||
MMURPHelpers.GetOrCreateVolume<Bloom, MMBloomShaker_URP>(Owner, "Bloom");
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_Bloom_URP.cs.meta
vendored
Normal file
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_Bloom_URP.cs.meta
vendored
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2745b12389b632b4793a46c0329b78a3
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
156
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_ChannelMixer_URP.cs
vendored
Normal file
156
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_ChannelMixer_URP.cs
vendored
Normal file
@@ -0,0 +1,156 @@
|
||||
using UnityEngine;
|
||||
using MoreMountains.Feedbacks;
|
||||
using UnityEngine.Scripting.APIUpdating;
|
||||
#if MM_URP
|
||||
using UnityEngine.Rendering.Universal;
|
||||
#endif
|
||||
|
||||
namespace MoreMountains.FeedbacksForThirdParty
|
||||
{
|
||||
/// <summary>
|
||||
/// This feedback allows you to control bloom intensity and threshold over time. It requires you have in your scene an object with a Volume with Bloom active, and a MMBloomShaker_URP component.
|
||||
/// </summary>
|
||||
[AddComponentMenu("")]
|
||||
[FeedbackHelp("This feedback allows you to control bloom intensity and threshold over time. It requires you have in your scene an object with a Volume " +
|
||||
"with Bloom active, and a MMBloomShaker_URP component.")]
|
||||
#if MM_URP
|
||||
[FeedbackPath("PostProcess/Channel Mixer URP")]
|
||||
#endif
|
||||
[MovedFrom(false, null, "MoreMountains.Feedbacks.URP")]
|
||||
public class MMF_ChannelMixer_URP : MMF_Feedback
|
||||
{
|
||||
/// a static bool used to disable all feedbacks of this type at once
|
||||
public static bool FeedbackTypeAuthorized = true;
|
||||
/// sets the inspector color for this feedback
|
||||
#if UNITY_EDITOR
|
||||
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.PostProcessColor; } }
|
||||
public override bool HasCustomInspectors => true;
|
||||
public override bool HasAutomaticShakerSetup => true;
|
||||
#endif
|
||||
|
||||
/// the duration of this feedback is the duration of the shake
|
||||
public override float FeedbackDuration { get { return ApplyTimeMultiplier(ShakeDuration); } set { ShakeDuration = value; } }
|
||||
public override bool HasChannel => true;
|
||||
public override bool HasRandomness => true;
|
||||
|
||||
[MMFInspectorGroup("Channel Mixer", true, 41)]
|
||||
/// the duration of the shake, in seconds
|
||||
[Tooltip("the duration of the shake, in seconds")]
|
||||
public float ShakeDuration = 1f;
|
||||
/// whether or not to add to the initial intensity
|
||||
[Tooltip("whether or not to add to the initial intensity")]
|
||||
public bool RelativeIntensity = true;
|
||||
/// whether or not to reset shaker values after shake
|
||||
[Tooltip("whether or not to reset shaker values after shake")]
|
||||
public bool ResetShakerValuesAfterShake = true;
|
||||
/// whether or not to reset the target's values after shake
|
||||
[Tooltip("whether or not to reset the target's values after shake")]
|
||||
public bool ResetTargetValuesAfterShake = true;
|
||||
|
||||
[MMFInspectorGroup("Red", true, 42)]
|
||||
/// the curve used to animate the red value on
|
||||
[Tooltip("the curve used to animate the red value on")]
|
||||
public AnimationCurve ShakeRed = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
|
||||
/// the value to remap the curve's 0 to
|
||||
[Tooltip("the value to remap the curve's 0 to")]
|
||||
[Range(-200f, 200f)]
|
||||
public float RemapRedZero = 0f;
|
||||
/// the value to remap the curve's 1 to
|
||||
[Tooltip("the value to remap the curve's 1 to")]
|
||||
[Range(-200f, 200f)]
|
||||
public float RemapRedOne = -200f;
|
||||
|
||||
[MMFInspectorGroup("Green", true, 43)]
|
||||
/// the curve used to animate the green value on
|
||||
[Tooltip("the curve used to animate the green value on")]
|
||||
public AnimationCurve ShakeGreen = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
|
||||
/// the value to remap the curve's 0 to
|
||||
[Tooltip("the value to remap the curve's 0 to")]
|
||||
[Range(-200f, 200f)]
|
||||
public float RemapGreenZero = 0f;
|
||||
/// the value to remap the curve's 1 to
|
||||
[Tooltip("the value to remap the curve's 1 to")]
|
||||
[Range(-200f, 200f)]
|
||||
public float RemapGreenOne = 200f;
|
||||
|
||||
[MMFInspectorGroup("Blue", true, 44)]
|
||||
/// the curve used to animate the blue value on
|
||||
[Tooltip("the curve used to animate the blue value on")]
|
||||
public AnimationCurve ShakeBlue = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
|
||||
/// the value to remap the curve's 0 to
|
||||
[Tooltip("the value to remap the curve's 0 to")]
|
||||
[Range(-200f, 200f)]
|
||||
public float RemapBlueZero = 0f;
|
||||
/// the value to remap the curve's 1 to
|
||||
[Tooltip("the value to remap the curve's 1 to")]
|
||||
[Range(-200f, 200f)]
|
||||
public float RemapBlueOne = 200f;
|
||||
|
||||
/// <summary>
|
||||
/// Triggers a color adjustments shake
|
||||
/// </summary>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="attenuation"></param>
|
||||
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
float intensityMultiplier = ComputeIntensity(feedbacksIntensity, position);
|
||||
MMChannelMixerShakeEvent_URP.Trigger(ShakeRed, RemapRedZero, RemapRedOne,
|
||||
ShakeGreen, RemapGreenZero, RemapGreenOne,
|
||||
ShakeBlue, RemapBlueZero, RemapBlueOne,
|
||||
FeedbackDuration,
|
||||
RelativeIntensity, intensityMultiplier, ChannelData, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake, NormalPlayDirection, ComputedTimescaleMode);
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// On stop we stop our transition
|
||||
/// </summary>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="feedbacksIntensity"></param>
|
||||
protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
base.CustomStopFeedback(position, feedbacksIntensity);
|
||||
|
||||
MMChannelMixerShakeEvent_URP.Trigger(ShakeRed, RemapRedZero, RemapRedOne,
|
||||
ShakeGreen, RemapGreenZero, RemapGreenOne,
|
||||
ShakeBlue, RemapBlueZero, RemapBlueOne,
|
||||
FeedbackDuration,
|
||||
RelativeIntensity, channelData:ChannelData, stop:true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// On restore, we put our object back at its initial position
|
||||
/// </summary>
|
||||
protected override void CustomRestoreInitialValues()
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
MMChannelMixerShakeEvent_URP.Trigger(ShakeRed, RemapRedZero, RemapRedOne,
|
||||
ShakeGreen, RemapGreenZero, RemapGreenOne,
|
||||
ShakeBlue, RemapBlueZero, RemapBlueOne,
|
||||
FeedbackDuration,
|
||||
RelativeIntensity, channelData:ChannelData, restore:true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Automaticall sets up the post processing profile and shaker
|
||||
/// </summary>
|
||||
public override void AutomaticShakerSetup()
|
||||
{
|
||||
#if MM_URP && UNITY_EDITOR
|
||||
MMURPHelpers.GetOrCreateVolume<ChannelMixer, MMChannelMixerShaker_URP>(Owner, "Channel Mixer");
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_ChannelMixer_URP.cs.meta
vendored
Normal file
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_ChannelMixer_URP.cs.meta
vendored
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 91ee58105ec38c84b905bd3f290dd6b6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
124
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_ChromaticAberration_URP.cs
vendored
Normal file
124
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_ChromaticAberration_URP.cs
vendored
Normal file
@@ -0,0 +1,124 @@
|
||||
using UnityEngine;
|
||||
using MoreMountains.Feedbacks;
|
||||
using UnityEngine.Scripting.APIUpdating;
|
||||
#if MM_URP
|
||||
using UnityEngine.Rendering.Universal;
|
||||
#endif
|
||||
|
||||
namespace MoreMountains.FeedbacksForThirdParty
|
||||
{
|
||||
/// <summary>
|
||||
/// This feedback allows you to control chromatic aberration intensity over time. It requires you have in your scene an object with a Volume
|
||||
/// with URP Chromatic Aberration active, and a MMChromaticAberrationShaker_URP component.
|
||||
/// </summary>
|
||||
[AddComponentMenu("")]
|
||||
[FeedbackHelp("This feedback allows you to control chromatic aberration intensity over time. It requires you have in your scene an object with a Volume " +
|
||||
"with Chromatic Aberration active, and a MMChromaticAberrationShaker_URP component.")]
|
||||
#if MM_URP
|
||||
[FeedbackPath("PostProcess/Chromatic Aberration URP")]
|
||||
#endif
|
||||
[MovedFrom(false, null, "MoreMountains.Feedbacks.URP")]
|
||||
public class MMF_ChromaticAberration_URP : MMF_Feedback
|
||||
{
|
||||
/// a static bool used to disable all feedbacks of this type at once
|
||||
public static bool FeedbackTypeAuthorized = true;
|
||||
/// sets the inspector color for this feedback
|
||||
#if UNITY_EDITOR
|
||||
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.PostProcessColor; } }
|
||||
public override bool HasCustomInspectors => true;
|
||||
public override bool HasAutomaticShakerSetup => true;
|
||||
#endif
|
||||
|
||||
/// the duration of this feedback is the duration of the shake
|
||||
public override float FeedbackDuration { get { return ApplyTimeMultiplier(Duration); } set { Duration = value; } }
|
||||
public override bool HasChannel => true;
|
||||
public override bool HasRandomness => true;
|
||||
|
||||
[MMFInspectorGroup("Chromatic Aberration", true, 42)]
|
||||
/// the duration of the shake, in seconds
|
||||
[Tooltip("the duration of the shake, in seconds")]
|
||||
public float Duration = 0.2f;
|
||||
/// whether or not to reset shaker values after shake
|
||||
[Tooltip("whether or not to reset shaker values after shake")]
|
||||
public bool ResetShakerValuesAfterShake = true;
|
||||
/// whether or not to reset the target's values after shake
|
||||
[Tooltip("whether or not to reset the target's values after shake")]
|
||||
public bool ResetTargetValuesAfterShake = true;
|
||||
/// the value to remap the curve's 0 to
|
||||
[Tooltip("the value to remap the curve's 0 to")]
|
||||
[Range(0f, 1f)]
|
||||
public float RemapIntensityZero = 0f;
|
||||
/// the value to remap the curve's 1 to
|
||||
[Tooltip("the value to remap the curve's 1 to")]
|
||||
[Range(0f, 1f)]
|
||||
public float RemapIntensityOne = 1f;
|
||||
|
||||
[MMFInspectorGroup("Intensity", true, 43)]
|
||||
/// the curve to animate the intensity on
|
||||
[Tooltip("the curve to animate the intensity on")]
|
||||
public AnimationCurve Intensity = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
|
||||
/// the multiplier to apply to the intensity curve
|
||||
[Tooltip("the multiplier to apply to the intensity curve")]
|
||||
[Range(0f, 1f)]
|
||||
public float Amplitude = 1.0f;
|
||||
/// whether or not to add to the initial intensity
|
||||
[Tooltip("whether or not to add to the initial intensity")]
|
||||
public bool RelativeIntensity = false;
|
||||
|
||||
/// <summary>
|
||||
/// Triggers a chromatic aberration shake
|
||||
/// </summary>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="attenuation"></param>
|
||||
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
float intensityMultiplier = ComputeIntensity(feedbacksIntensity, position);
|
||||
MMChromaticAberrationShakeEvent_URP.Trigger(Intensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, intensityMultiplier,
|
||||
ChannelData, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake, NormalPlayDirection, ComputedTimescaleMode);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// On stop we stop our transition
|
||||
/// </summary>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="feedbacksIntensity"></param>
|
||||
protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
base.CustomStopFeedback(position, feedbacksIntensity);
|
||||
|
||||
MMChromaticAberrationShakeEvent_URP.Trigger(Intensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, channelData:ChannelData, stop:true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// On restore, we put our object back at its initial position
|
||||
/// </summary>
|
||||
protected override void CustomRestoreInitialValues()
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
MMChromaticAberrationShakeEvent_URP.Trigger(Intensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, channelData:ChannelData, restore:true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Automaticall sets up the post processing profile and shaker
|
||||
/// </summary>
|
||||
public override void AutomaticShakerSetup()
|
||||
{
|
||||
#if MM_URP && UNITY_EDITOR
|
||||
MMURPHelpers.GetOrCreateVolume<ChromaticAberration, MMChromaticAberrationShaker_URP>(Owner, "Chromatic Aberration");
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e5d6c0f2232e3b149b9e1b618c6f9592
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
201
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_ColorAdjustments_URP.cs
vendored
Normal file
201
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_ColorAdjustments_URP.cs
vendored
Normal file
@@ -0,0 +1,201 @@
|
||||
using UnityEngine;
|
||||
using MoreMountains.Feedbacks;
|
||||
using UnityEngine.Scripting.APIUpdating;
|
||||
#if MM_URP
|
||||
using UnityEngine.Rendering.Universal;
|
||||
#endif
|
||||
|
||||
namespace MoreMountains.FeedbacksForThirdParty
|
||||
{
|
||||
/// <summary>
|
||||
/// This feedback allows you to control color adjustments' post exposure, hue shift, saturation and contrast over time.
|
||||
/// It requires you have in your scene an object with a Volume
|
||||
/// with Color Adjustments active, and a MMColorAdjustmentsShaker_URP component.
|
||||
/// </summary>
|
||||
[AddComponentMenu("")]
|
||||
[FeedbackHelp("This feedback allows you to control color adjustments' post exposure, hue shift, saturation and contrast over time. " +
|
||||
"It requires you have in your scene an object with a Volume " +
|
||||
"with Color Adjustments active, and a MMColorAdjustmentsShaker_URP component.")]
|
||||
#if MM_URP
|
||||
[FeedbackPath("PostProcess/Color Adjustments URP")]
|
||||
#endif
|
||||
[MovedFrom(false, null, "MoreMountains.Feedbacks.URP")]
|
||||
public class MMF_ColorAdjustments_URP : MMF_Feedback
|
||||
{
|
||||
/// a static bool used to disable all feedbacks of this type at once
|
||||
public static bool FeedbackTypeAuthorized = true;
|
||||
/// sets the inspector color for this feedback
|
||||
#if UNITY_EDITOR
|
||||
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.PostProcessColor; } }
|
||||
public override bool HasCustomInspectors => true;
|
||||
public override bool HasAutomaticShakerSetup => true;
|
||||
#endif
|
||||
|
||||
/// the duration of this feedback is the duration of the shake
|
||||
public override float FeedbackDuration { get { return ApplyTimeMultiplier(ShakeDuration); } set { ShakeDuration = value; } }
|
||||
public override bool HasChannel => true;
|
||||
public override bool HasRandomness => true;
|
||||
|
||||
[MMFInspectorGroup("Color Grading", true, 43)]
|
||||
/// the duration of the shake, in seconds
|
||||
[Tooltip("the duration of the shake, in seconds")]
|
||||
public float ShakeDuration = 1f;
|
||||
/// whether or not to add to the initial intensity
|
||||
[Tooltip("whether or not to add to the initial intensity")]
|
||||
public bool RelativeIntensity = true;
|
||||
/// whether or not to reset shaker values after shake
|
||||
[Tooltip("whether or not to reset shaker values after shake")]
|
||||
public bool ResetShakerValuesAfterShake = true;
|
||||
/// whether or not to reset the target's values after shake
|
||||
[Tooltip("whether or not to reset the target's values after shake")]
|
||||
public bool ResetTargetValuesAfterShake = true;
|
||||
|
||||
[MMFInspectorGroup("Post Exposure", true, 48)]
|
||||
/// the curve used to animate the focus distance value on
|
||||
[Tooltip("the curve used to animate the focus distance value on")]
|
||||
public AnimationCurve ShakePostExposure = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
|
||||
/// the value to remap the curve's 0 to
|
||||
[Tooltip("the value to remap the curve's 0 to")]
|
||||
public float RemapPostExposureZero = 0f;
|
||||
/// the value to remap the curve's 1 to
|
||||
[Tooltip("the value to remap the curve's 1 to")]
|
||||
public float RemapPostExposureOne = 1f;
|
||||
|
||||
[MMFInspectorGroup("Hue Shift", true, 47)]
|
||||
/// the curve used to animate the aperture value on
|
||||
[Tooltip("the curve used to animate the aperture value on")]
|
||||
public AnimationCurve ShakeHueShift = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
|
||||
/// the value to remap the curve's 0 to
|
||||
[Tooltip("the value to remap the curve's 0 to")]
|
||||
[Range(-180f, 180f)]
|
||||
public float RemapHueShiftZero = 0f;
|
||||
/// the value to remap the curve's 1 to
|
||||
[Tooltip("the value to remap the curve's 1 to")]
|
||||
[Range(-180f, 180f)]
|
||||
public float RemapHueShiftOne = 180f;
|
||||
|
||||
[MMFInspectorGroup("Saturation", true, 46)]
|
||||
/// the curve used to animate the focal length value on
|
||||
[Tooltip("the curve used to animate the focal length value on")]
|
||||
public AnimationCurve ShakeSaturation = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
|
||||
/// the value to remap the curve's 0 to
|
||||
[Tooltip("the value to remap the curve's 0 to")]
|
||||
[Range(-100f, 100f)]
|
||||
public float RemapSaturationZero = 0f;
|
||||
/// the value to remap the curve's 1 to
|
||||
[Tooltip("the value to remap the curve's 1 to")]
|
||||
[Range(-100f, 100f)]
|
||||
public float RemapSaturationOne = 100f;
|
||||
|
||||
[MMFInspectorGroup("Contrast", true, 45)]
|
||||
/// the curve used to animate the focal length value on
|
||||
[Tooltip("the curve used to animate the focal length value on")]
|
||||
public AnimationCurve ShakeContrast = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
|
||||
/// the value to remap the curve's 0 to
|
||||
[Tooltip("the value to remap the curve's 0 to")]
|
||||
[Range(-100f, 100f)]
|
||||
public float RemapContrastZero = 0f;
|
||||
/// the value to remap the curve's 1 to
|
||||
[Tooltip("the value to remap the curve's 1 to")]
|
||||
[Range(-100f, 100f)]
|
||||
public float RemapContrastOne = 100f;
|
||||
|
||||
[MMFInspectorGroup("Color Filter", true, 44)]
|
||||
/// the selected color filter mode :
|
||||
/// None : nothing will happen,
|
||||
/// gradient : evaluates the color over time on that gradient, from left to right,
|
||||
/// interpolate : lerps from the current color to the destination one
|
||||
[Tooltip("the selected color filter mode :" +
|
||||
"None : nothing will happen," +
|
||||
"gradient : evaluates the color over time on that gradient, from left to right," +
|
||||
"interpolate : lerps from the current color to the destination one ")]
|
||||
public MMColorAdjustmentsShaker_URP.ColorFilterModes ColorFilterMode = MMColorAdjustmentsShaker_URP.ColorFilterModes.None;
|
||||
/// the gradient to use to animate the color filter over time
|
||||
[Tooltip("the gradient to use to animate the color filter over time")]
|
||||
[MMFEnumCondition("ColorFilterMode", (int)MMColorAdjustmentsShaker_URP.ColorFilterModes.Gradient)]
|
||||
[GradientUsage(true)]
|
||||
public Gradient ColorFilterGradient;
|
||||
/// the destination color when in interpolate mode
|
||||
[Tooltip("the destination color when in interpolate mode")]
|
||||
[MMFEnumCondition("ColorFilterMode", (int) MMColorAdjustmentsShaker_URP.ColorFilterModes.Interpolate)]
|
||||
public Color ColorFilterDestination = Color.yellow;
|
||||
/// the curve to use when interpolating towards the destination color
|
||||
[Tooltip("the curve to use when interpolating towards the destination color")]
|
||||
[MMFEnumCondition("ColorFilterMode", (int) MMColorAdjustmentsShaker_URP.ColorFilterModes.Interpolate)]
|
||||
public AnimationCurve ColorFilterCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
|
||||
|
||||
/// <summary>
|
||||
/// Triggers a color adjustments shake
|
||||
/// </summary>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="attenuation"></param>
|
||||
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
float intensityMultiplier = ComputeIntensity(feedbacksIntensity, position);
|
||||
MMColorAdjustmentsShakeEvent_URP.Trigger(ShakePostExposure, RemapPostExposureZero, RemapPostExposureOne,
|
||||
ShakeHueShift, RemapHueShiftZero, RemapHueShiftOne,
|
||||
ShakeSaturation, RemapSaturationZero, RemapSaturationOne,
|
||||
ShakeContrast, RemapContrastZero, RemapContrastOne,
|
||||
ColorFilterMode, ColorFilterGradient, ColorFilterDestination, ColorFilterCurve,
|
||||
FeedbackDuration,
|
||||
RelativeIntensity, intensityMultiplier, ChannelData, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake, NormalPlayDirection, ComputedTimescaleMode);
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// On stop we stop our transition
|
||||
/// </summary>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="feedbacksIntensity"></param>
|
||||
protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
base.CustomStopFeedback(position, feedbacksIntensity);
|
||||
|
||||
MMColorAdjustmentsShakeEvent_URP.Trigger(ShakePostExposure, RemapPostExposureZero, RemapPostExposureOne,
|
||||
ShakeHueShift, RemapHueShiftZero, RemapHueShiftOne,
|
||||
ShakeSaturation, RemapSaturationZero, RemapSaturationOne,
|
||||
ShakeContrast, RemapContrastZero, RemapContrastOne,
|
||||
ColorFilterMode, ColorFilterGradient, ColorFilterDestination, ColorFilterCurve,
|
||||
FeedbackDuration,
|
||||
RelativeIntensity, channelData: ChannelData, stop: true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// On restore, we put our object back at its initial position
|
||||
/// </summary>
|
||||
protected override void CustomRestoreInitialValues()
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
MMColorAdjustmentsShakeEvent_URP.Trigger(ShakePostExposure, RemapPostExposureZero, RemapPostExposureOne,
|
||||
ShakeHueShift, RemapHueShiftZero, RemapHueShiftOne,
|
||||
ShakeSaturation, RemapSaturationZero, RemapSaturationOne,
|
||||
ShakeContrast, RemapContrastZero, RemapContrastOne,
|
||||
ColorFilterMode, ColorFilterGradient, ColorFilterDestination, ColorFilterCurve,
|
||||
FeedbackDuration,
|
||||
RelativeIntensity, channelData: ChannelData, restore: true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Automaticall sets up the post processing profile and shaker
|
||||
/// </summary>
|
||||
public override void AutomaticShakerSetup()
|
||||
{
|
||||
#if MM_URP && UNITY_EDITOR
|
||||
MMURPHelpers.GetOrCreateVolume<ColorAdjustments, MMColorAdjustmentsShaker_URP>(Owner, "ColorAdjustments");
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_ColorAdjustments_URP.cs.meta
vendored
Normal file
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_ColorAdjustments_URP.cs.meta
vendored
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d72ca77766228434bac267331d9890d6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
154
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_DepthOfField_URP.cs
vendored
Normal file
154
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_DepthOfField_URP.cs
vendored
Normal file
@@ -0,0 +1,154 @@
|
||||
using UnityEngine;
|
||||
using MoreMountains.Feedbacks;
|
||||
using UnityEngine.Scripting.APIUpdating;
|
||||
#if MM_URP
|
||||
using UnityEngine.Rendering.Universal;
|
||||
#endif
|
||||
|
||||
namespace MoreMountains.FeedbacksForThirdParty
|
||||
{
|
||||
/// <summary>
|
||||
/// This feedback allows you to control URP depth of field focus distance, aperture and focal length over time.
|
||||
/// It requires you have in your scene an object with a Volume
|
||||
/// with Depth of Field active, and a MMDepthOfFieldShaker_URP component.
|
||||
/// </summary>
|
||||
[AddComponentMenu("")]
|
||||
[FeedbackHelp("This feedback allows you to control URP depth of field focus distance, aperture and focal length over time. " +
|
||||
"It requires you have in your scene an object with a Volume " +
|
||||
"with Depth of Field active, and a MMDepthOfFieldShaker_URP component.")]
|
||||
#if MM_URP
|
||||
[FeedbackPath("PostProcess/Depth Of Field URP")]
|
||||
#endif
|
||||
[MovedFrom(false, null, "MoreMountains.Feedbacks.URP")]
|
||||
public class MMF_DepthOfField_URP : MMF_Feedback
|
||||
{
|
||||
/// a static bool used to disable all feedbacks of this type at once
|
||||
public static bool FeedbackTypeAuthorized = true;
|
||||
/// sets the inspector color for this feedback
|
||||
#if UNITY_EDITOR
|
||||
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.PostProcessColor; } }
|
||||
public override bool HasCustomInspectors => true;
|
||||
public override bool HasAutomaticShakerSetup => true;
|
||||
#endif
|
||||
|
||||
/// the duration of this feedback is the duration of the shake
|
||||
public override float FeedbackDuration { get { return ApplyTimeMultiplier(ShakeDuration); } set { ShakeDuration = value; } }
|
||||
public override bool HasChannel => true;
|
||||
public override bool HasRandomness => true;
|
||||
|
||||
[MMFInspectorGroup("Depth Of Field", true, 49)]
|
||||
/// the duration of the shake, in seconds
|
||||
[Tooltip("the duration of the shake, in seconds")]
|
||||
public float ShakeDuration = 2f;
|
||||
/// whether or not to add to the initial values
|
||||
[Tooltip("whether or not to add to the initial values")]
|
||||
public bool RelativeValues = true;
|
||||
/// whether or not to reset shaker values after shake
|
||||
[Tooltip("whether or not to reset shaker values after shake")]
|
||||
public bool ResetShakerValuesAfterShake = true;
|
||||
/// whether or not to reset the target's values after shake
|
||||
[Tooltip("whether or not to reset the target's values after shake")]
|
||||
public bool ResetTargetValuesAfterShake = true;
|
||||
|
||||
[MMFInspectorGroup("Focus Distance", true, 50)]
|
||||
/// the curve used to animate the focus distance value on
|
||||
[Tooltip("the curve used to animate the focus distance value on")]
|
||||
public AnimationCurve ShakeFocusDistance = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
|
||||
/// the value to remap the curve's 0 to
|
||||
[Tooltip("the value to remap the curve's 0 to")]
|
||||
public float RemapFocusDistanceZero = 0f;
|
||||
/// the value to remap the curve's 1 to
|
||||
[Tooltip("the value to remap the curve's 1 to")]
|
||||
public float RemapFocusDistanceOne = 3f;
|
||||
|
||||
[MMFInspectorGroup("Aperture", true, 51)]
|
||||
/// the curve used to animate the aperture value on
|
||||
[Tooltip("the curve used to animate the aperture value on")]
|
||||
public AnimationCurve ShakeAperture = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
|
||||
/// the value to remap the curve's 0 to
|
||||
[Tooltip("the value to remap the curve's 0 to")]
|
||||
[Range(0.1f, 32f)]
|
||||
public float RemapApertureZero = .1f;
|
||||
/// the value to remap the curve's 1 to
|
||||
[Tooltip("the value to remap the curve's 1 to")]
|
||||
[Range(0.1f, 32f)]
|
||||
public float RemapApertureOne = 32f;
|
||||
|
||||
[MMFInspectorGroup("Focal Length", true, 20)]
|
||||
/// the curve used to animate the focal length value on
|
||||
[Tooltip("the curve used to animate the focal length value on")]
|
||||
public AnimationCurve ShakeFocalLength = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
|
||||
/// the value to remap the curve's 0 to
|
||||
[Tooltip("the value to remap the curve's 0 to")]
|
||||
[Range(0f, 300f)]
|
||||
public float RemapFocalLengthZero = 0f;
|
||||
/// the value to remap the curve's 1 to
|
||||
[Tooltip("the value to remap the curve's 1 to")]
|
||||
[Range(0f, 300f)]
|
||||
public float RemapFocalLengthOne = 0f;
|
||||
|
||||
/// <summary>
|
||||
/// Triggers a depth of field event
|
||||
/// </summary>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="attenuation"></param>
|
||||
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
float intensityMultiplier = ComputeIntensity(feedbacksIntensity, position);
|
||||
MMDepthOfFieldShakeEvent_URP.Trigger(ShakeFocusDistance, FeedbackDuration, RemapFocusDistanceZero, RemapFocusDistanceOne,
|
||||
ShakeAperture, RemapApertureZero, RemapApertureOne,
|
||||
ShakeFocalLength, RemapFocalLengthZero, RemapFocalLengthOne,
|
||||
RelativeValues, intensityMultiplier, ChannelData, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake, NormalPlayDirection, ComputedTimescaleMode);
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// On stop we stop our transition
|
||||
/// </summary>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="feedbacksIntensity"></param>
|
||||
protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
base.CustomStopFeedback(position, feedbacksIntensity);
|
||||
|
||||
MMDepthOfFieldShakeEvent_URP.Trigger(ShakeFocusDistance, FeedbackDuration, RemapFocusDistanceZero, RemapFocusDistanceOne,
|
||||
ShakeAperture, RemapApertureZero, RemapApertureOne,
|
||||
ShakeFocalLength, RemapFocalLengthZero, RemapFocalLengthOne,
|
||||
RelativeValues, channelData: ChannelData, stop: true );
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// On restore, we put our object back at its initial position
|
||||
/// </summary>
|
||||
protected override void CustomRestoreInitialValues()
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
MMDepthOfFieldShakeEvent_URP.Trigger(ShakeFocusDistance, FeedbackDuration, RemapFocusDistanceZero, RemapFocusDistanceOne,
|
||||
ShakeAperture, RemapApertureZero, RemapApertureOne,
|
||||
ShakeFocalLength, RemapFocalLengthZero, RemapFocalLengthOne,
|
||||
RelativeValues, channelData: ChannelData, restore: true );
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Automaticall sets up the post processing profile and shaker
|
||||
/// </summary>
|
||||
public override void AutomaticShakerSetup()
|
||||
{
|
||||
#if MM_URP && UNITY_EDITOR
|
||||
MMURPHelpers.GetOrCreateVolume<DepthOfField, MMDepthOfFieldShaker_URP>(Owner, "DepthOfField");
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_DepthOfField_URP.cs.meta
vendored
Normal file
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_DepthOfField_URP.cs.meta
vendored
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 951e153e1b6cbb442865fac50d3ea0db
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
123
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_FilmGrain_URP.cs
vendored
Normal file
123
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_FilmGrain_URP.cs
vendored
Normal file
@@ -0,0 +1,123 @@
|
||||
using UnityEngine;
|
||||
using MoreMountains.Feedbacks;
|
||||
using UnityEngine.Scripting.APIUpdating;
|
||||
#if MM_URP
|
||||
using UnityEngine.Rendering.Universal;
|
||||
#endif
|
||||
|
||||
namespace MoreMountains.FeedbacksForThirdParty
|
||||
{
|
||||
/// <summary>
|
||||
/// This feedback allows you to control URP Film Grain intensity over time.
|
||||
/// It requires you have in your scene an object with a Volume
|
||||
/// with Film Grain active, and a MMFilmGrainShaker_URP component.
|
||||
/// </summary>
|
||||
[AddComponentMenu("")]
|
||||
#if MM_URP
|
||||
[FeedbackPath("PostProcess/Film Grain URP")]
|
||||
#endif
|
||||
[MovedFrom(false, null, "MoreMountains.Feedbacks.URP")]
|
||||
[FeedbackHelp("This feedback allows you to control Film Grain intensity over time. " +
|
||||
"It requires you have in your scene an object with a Volume " +
|
||||
"with Film Grain active, and a MMFilmGrainShaker_URP component.")]
|
||||
public class MMF_FilmGrain_URP : MMF_Feedback
|
||||
{
|
||||
/// a static bool used to disable all feedbacks of this type at once
|
||||
public static bool FeedbackTypeAuthorized = true;
|
||||
/// sets the inspector color for this feedback
|
||||
#if UNITY_EDITOR
|
||||
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.PostProcessColor; } }
|
||||
public override bool HasCustomInspectors => true;
|
||||
public override bool HasAutomaticShakerSetup => true;
|
||||
#endif
|
||||
|
||||
/// the duration of this feedback is the duration of the shake
|
||||
public override float FeedbackDuration { get { return ApplyTimeMultiplier(Duration); } set { Duration = value; } }
|
||||
public override bool HasChannel => true;
|
||||
public override bool HasRandomness => true;
|
||||
|
||||
[MMFInspectorGroup("Film Grain", true, 21)]
|
||||
/// the duration of the shake, in seconds
|
||||
[Tooltip("the duration of the shake, in seconds")]
|
||||
public float Duration = 0.2f;
|
||||
/// whether or not to reset shaker values after shake
|
||||
[Tooltip("whether or not to reset shaker values after shake")]
|
||||
public bool ResetShakerValuesAfterShake = true;
|
||||
/// whether or not to reset the target's values after shake
|
||||
[Tooltip("whether or not to reset the target's values after shake")]
|
||||
public bool ResetTargetValuesAfterShake = true;
|
||||
|
||||
[MMFInspectorGroup("Intensity", true, 22)]
|
||||
/// the curve to animate the intensity on
|
||||
[Tooltip("the curve to animate the intensity on")]
|
||||
public AnimationCurve Intensity = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
|
||||
/// the value to remap the curve's zero to
|
||||
[Tooltip("the value to remap the curve's zero to")]
|
||||
[Range(0f, 1f)]
|
||||
public float RemapIntensityZero = 0f;
|
||||
/// the value to remap the curve's one to
|
||||
[Tooltip("the value to remap the curve's one to")]
|
||||
[Range(0f, 1f)]
|
||||
public float RemapIntensityOne = 1.0f;
|
||||
/// whether or not to add to the initial intensity
|
||||
[Tooltip("whether or not to add to the initial intensity")]
|
||||
public bool RelativeIntensity = false;
|
||||
|
||||
/// <summary>
|
||||
/// Triggers a Film Grain shake
|
||||
/// </summary>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="attenuation"></param>
|
||||
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
float intensityMultiplier = ComputeIntensity(feedbacksIntensity, position);
|
||||
MMFilmGrainShakeEvent_URP.Trigger(Intensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, intensityMultiplier,
|
||||
ChannelData, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake, NormalPlayDirection, ComputedTimescaleMode);
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// On stop we stop our transition
|
||||
/// </summary>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="feedbacksIntensity"></param>
|
||||
protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
base.CustomStopFeedback(position, feedbacksIntensity);
|
||||
|
||||
MMFilmGrainShakeEvent_URP.Trigger(Intensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, stop:true, channelData: ChannelData);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// On restore, we put our object back at its initial position
|
||||
/// </summary>
|
||||
protected override void CustomRestoreInitialValues()
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
MMFilmGrainShakeEvent_URP.Trigger(Intensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, restore:true, channelData: ChannelData);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Automaticall sets up the post processing profile and shaker
|
||||
/// </summary>
|
||||
public override void AutomaticShakerSetup()
|
||||
{
|
||||
#if MM_URP && UNITY_EDITOR
|
||||
MMURPHelpers.GetOrCreateVolume<FilmGrain, MMFilmGrainShaker_URP>(Owner, "FilmGrain");
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_FilmGrain_URP.cs.meta
vendored
Normal file
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_FilmGrain_URP.cs.meta
vendored
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 78ba34f29f369984099f450eb0a6777c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
165
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_GlobalPPVolumeAutoBlend_URP.cs
vendored
Normal file
165
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_GlobalPPVolumeAutoBlend_URP.cs
vendored
Normal file
@@ -0,0 +1,165 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using MoreMountains.Feedbacks;
|
||||
using UnityEngine.Scripting.APIUpdating;
|
||||
|
||||
namespace MoreMountains.FeedbacksForThirdParty
|
||||
{
|
||||
/// <summary>
|
||||
/// This feedback will let you pilot a Global PostProcessing Volume AutoBlend URP component. A GPPVAB component is placed on a PostProcessing Volume, and will let you control and blend its weight over time on demand.
|
||||
/// </summary>
|
||||
[AddComponentMenu("")]
|
||||
[FeedbackHelp("This feedback will let you pilot a Global PostProcessing Volume AutoBlend URP component. A GPPVAB component is placed on a PostProcessing Volume, and will let you control and blend its weight over time on demand.")]
|
||||
#if MM_URP
|
||||
[FeedbackPath("PostProcess/Global PP Volume Auto Blend URP")]
|
||||
#endif
|
||||
[MovedFrom(false, null, "MoreMountains.Feedbacks.URP")]
|
||||
public class MMF_GlobalPPVolumeAutoBlend_URP : MMF_Feedback
|
||||
{
|
||||
/// a static bool used to disable all feedbacks of this type at once
|
||||
public static bool FeedbackTypeAuthorized = true;
|
||||
/// the possible modes for this feedback :
|
||||
/// - default : will let you trigger Blend() and BlendBack() on the blender
|
||||
/// - override : lets you specify new initial, final, duration and curve values on the blender, and triggers a Blend()
|
||||
public enum Modes { Default, Override }
|
||||
/// the possible actions when in Default mode
|
||||
public enum Actions { Blend, BlendBack }
|
||||
|
||||
/// sets the inspector color for this feedback
|
||||
#if UNITY_EDITOR
|
||||
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.PostProcessColor; } }
|
||||
public override bool EvaluateRequiresSetup() { return (TargetAutoBlend == null); }
|
||||
public override string RequiredTargetText { get { return TargetAutoBlend != null ? TargetAutoBlend.name : ""; } }
|
||||
public override string RequiresSetupText { get { return "This feedback requires that a TargetCanvasGroup be set to be able to work properly. You can set one below."; } }
|
||||
#endif
|
||||
public override bool HasAutomatedTargetAcquisition => true;
|
||||
protected override void AutomateTargetAcquisition() => TargetAutoBlend = FindAutomatedTarget<MMGlobalPostProcessingVolumeAutoBlend_URP>();
|
||||
|
||||
/// defines the duration of the feedback
|
||||
public override float FeedbackDuration
|
||||
{
|
||||
get
|
||||
{
|
||||
if (Mode == Modes.Override)
|
||||
{
|
||||
return ApplyTimeMultiplier(BlendDuration);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (TargetAutoBlend == null)
|
||||
{
|
||||
return 0.1f;
|
||||
}
|
||||
else
|
||||
{
|
||||
return ApplyTimeMultiplier(TargetAutoBlend.BlendDuration);
|
||||
}
|
||||
}
|
||||
}
|
||||
set
|
||||
{
|
||||
BlendDuration = value;
|
||||
if (TargetAutoBlend != null)
|
||||
{
|
||||
TargetAutoBlend.BlendDuration = value;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[MMFInspectorGroup("PostProcess Volume Blend", true, 22, true)]
|
||||
/// the target auto blend to pilot with this feedback
|
||||
public MMGlobalPostProcessingVolumeAutoBlend_URP TargetAutoBlend;
|
||||
/// the chosen mode
|
||||
public Modes Mode = Modes.Default;
|
||||
/// the chosen action when in default mode
|
||||
[MMFEnumCondition("Mode", (int)Modes.Default)]
|
||||
public Actions BlendAction = Actions.Blend;
|
||||
/// the duration of the blend, in seconds when in override mode
|
||||
[MMFEnumCondition("Mode", (int)Modes.Override)]
|
||||
public float BlendDuration = 1f;
|
||||
/// the curve to apply to the blend
|
||||
[MMFEnumCondition("Mode", (int)Modes.Override)]
|
||||
public AnimationCurve BlendCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(1, 1f));
|
||||
/// the weight to blend from
|
||||
[MMFEnumCondition("Mode", (int)Modes.Override)]
|
||||
public float InitialWeight = 0f;
|
||||
/// the weight to blend to
|
||||
[MMFEnumCondition("Mode", (int)Modes.Override)]
|
||||
public float FinalWeight = 1f;
|
||||
|
||||
/// <summary>
|
||||
/// On custom play, triggers a blend on the target blender, overriding its settings if needed
|
||||
/// </summary>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="attenuation"></param>
|
||||
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (TargetAutoBlend == null)
|
||||
{
|
||||
Debug.LogWarning(Owner.name + " : this MMFeedbackGlobalPPVolumeAutoBlend needs a TargetAutoBlend, please set one in its inspector.");
|
||||
return;
|
||||
}
|
||||
if (Mode == Modes.Default)
|
||||
{
|
||||
if (BlendAction == Actions.Blend)
|
||||
{
|
||||
TargetAutoBlend.Blend();
|
||||
return;
|
||||
}
|
||||
if (BlendAction == Actions.BlendBack)
|
||||
{
|
||||
TargetAutoBlend.BlendBack();
|
||||
return;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
TargetAutoBlend.TimeScale = (ComputedTimescaleMode == TimescaleModes.Scaled) ? MMGlobalPostProcessingVolumeAutoBlend_URP.TimeScales.Scaled : MMGlobalPostProcessingVolumeAutoBlend_URP.TimeScales.Unscaled;
|
||||
TargetAutoBlend.BlendDuration = FeedbackDuration;
|
||||
TargetAutoBlend.Curve = BlendCurve;
|
||||
TargetAutoBlend.InitialWeight = InitialWeight;
|
||||
TargetAutoBlend.FinalWeight = FinalWeight;
|
||||
TargetAutoBlend.Blend();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// On stop we stop our transition
|
||||
/// </summary>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="feedbacksIntensity"></param>
|
||||
protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
base.CustomStopFeedback(position, feedbacksIntensity);
|
||||
|
||||
if (TargetAutoBlend != null)
|
||||
{
|
||||
TargetAutoBlend.StopBlending();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// On restore, we put our object back at its initial position
|
||||
/// </summary>
|
||||
protected override void CustomRestoreInitialValues()
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
TargetAutoBlend.RestoreInitialValues();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 47f1225adf998da428534e361e152700
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
131
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_LensDistortion_URP.cs
vendored
Normal file
131
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_LensDistortion_URP.cs
vendored
Normal file
@@ -0,0 +1,131 @@
|
||||
using UnityEngine;
|
||||
using MoreMountains.Feedbacks;
|
||||
using UnityEngine.Scripting.APIUpdating;
|
||||
#if MM_URP
|
||||
using UnityEngine.Rendering.Universal;
|
||||
#endif
|
||||
|
||||
namespace MoreMountains.FeedbacksForThirdParty
|
||||
{
|
||||
/// <summary>
|
||||
/// This feedback allows you to control URP lens distortion intensity over time.
|
||||
/// It requires you have in your scene an object with a Volume
|
||||
/// with Lens Distortion active, and a MMLensDistortionShaker_URP component.
|
||||
/// </summary>
|
||||
[AddComponentMenu("")]
|
||||
#if MM_URP
|
||||
[FeedbackPath("PostProcess/Lens Distortion URP")]
|
||||
#endif
|
||||
[MovedFrom(false, null, "MoreMountains.Feedbacks.URP")]
|
||||
[FeedbackHelp("This feedback allows you to control URP lens distortion intensity over time. " +
|
||||
"It requires you have in your scene an object with a Volume " +
|
||||
"with Lens Distortion active, and a MMLensDistortionShaker_URP component.")]
|
||||
public class MMF_LensDistortion_URP : MMF_Feedback
|
||||
{
|
||||
/// a static bool used to disable all feedbacks of this type at once
|
||||
public static bool FeedbackTypeAuthorized = true;
|
||||
/// sets the inspector color for this feedback
|
||||
#if UNITY_EDITOR
|
||||
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.PostProcessColor; } }
|
||||
public override bool HasCustomInspectors => true;
|
||||
public override bool HasAutomaticShakerSetup => true;
|
||||
#endif
|
||||
|
||||
/// the duration of this feedback is the duration of the shake
|
||||
public override float FeedbackDuration { get { return ApplyTimeMultiplier(Duration); } set { Duration = value; } }
|
||||
public override bool HasChannel => true;
|
||||
public override bool HasRandomness => true;
|
||||
|
||||
[MMFInspectorGroup("Lens Distortion", true, 22)]
|
||||
/// the duration of the shake in seconds
|
||||
[Tooltip("the duration of the shake in seconds")]
|
||||
public float Duration = 0.8f;
|
||||
/// whether or not to reset shaker values after shake
|
||||
[Tooltip("whether or not to reset shaker values after shake")]
|
||||
public bool ResetShakerValuesAfterShake = true;
|
||||
/// whether or not to reset the target's values after shake
|
||||
[Tooltip("whether or not to reset the target's values after shake")]
|
||||
public bool ResetTargetValuesAfterShake = true;
|
||||
|
||||
[MMFInspectorGroup("Intensity", true, 23)]
|
||||
/// whether or not to add to the initial intensity value
|
||||
[Tooltip("whether or not to add to the initial intensity value")]
|
||||
public bool RelativeIntensity = false;
|
||||
/// the curve to animate the intensity on
|
||||
[Tooltip("the curve to animate the intensity on")]
|
||||
public AnimationCurve Intensity = new AnimationCurve(new Keyframe(0, 0),
|
||||
new Keyframe(0.2f, 1),
|
||||
new Keyframe(0.25f, -1),
|
||||
new Keyframe(0.35f, 0.7f),
|
||||
new Keyframe(0.4f, -0.7f),
|
||||
new Keyframe(0.6f, 0.3f),
|
||||
new Keyframe(0.65f, -0.3f),
|
||||
new Keyframe(0.8f, 0.1f),
|
||||
new Keyframe(0.85f, -0.1f),
|
||||
new Keyframe(1, 0));
|
||||
/// the value to remap the curve's 0 to
|
||||
[Tooltip("the value to remap the curve's 0 to")]
|
||||
[Range(-1f, 1f)]
|
||||
public float RemapIntensityZero = 0f;
|
||||
/// the value to remap the curve's 1 to
|
||||
[Tooltip("the value to remap the curve's 1 to")]
|
||||
[Range(-1f, 1f)]
|
||||
public float RemapIntensityOne = 0.5f;
|
||||
|
||||
/// <summary>
|
||||
/// Triggers a lens distortion shake
|
||||
/// </summary>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="attenuation"></param>
|
||||
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
float intensityMultiplier = ComputeIntensity(feedbacksIntensity, position);
|
||||
MMLensDistortionShakeEvent_URP.Trigger(Intensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, intensityMultiplier,
|
||||
ChannelData, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake, NormalPlayDirection, ComputedTimescaleMode);
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// On stop we stop our transition
|
||||
/// </summary>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="feedbacksIntensity"></param>
|
||||
protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
base.CustomStopFeedback(position, feedbacksIntensity);
|
||||
MMLensDistortionShakeEvent_URP.Trigger(Intensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, stop:true, channelData: ChannelData);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// On restore, we put our object back at its initial position
|
||||
/// </summary>
|
||||
protected override void CustomRestoreInitialValues()
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
MMLensDistortionShakeEvent_URP.Trigger(Intensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, restore:true, channelData: ChannelData);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Automaticall sets up the post processing profile and shaker
|
||||
/// </summary>
|
||||
public override void AutomaticShakerSetup()
|
||||
{
|
||||
#if MM_URP && UNITY_EDITOR
|
||||
MMURPHelpers.GetOrCreateVolume<LensDistortion, MMLensDistortionShaker_URP>(Owner, "LensDistortion");
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_LensDistortion_URP.cs.meta
vendored
Normal file
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_LensDistortion_URP.cs.meta
vendored
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 43306c87c2558ad4c960d73c419e65aa
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
450
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_Light2D_URP.cs
vendored
Normal file
450
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_Light2D_URP.cs
vendored
Normal file
@@ -0,0 +1,450 @@
|
||||
using System.Collections;
|
||||
using MoreMountains.Feedbacks;
|
||||
using UnityEngine;
|
||||
#if MM_URP
|
||||
using UnityEngine.Rendering.Universal;
|
||||
#endif
|
||||
using UnityEngine.Scripting.APIUpdating;
|
||||
|
||||
namespace MoreMountains.FeedbacksForThirdParty
|
||||
{
|
||||
#if MM_URP
|
||||
/// <summary>
|
||||
/// This feedback will let you control a 2D light's intensity, color, falloff, shadow strength and volumetric intensity over time, or instantly.
|
||||
/// </summary>
|
||||
[AddComponentMenu("")]
|
||||
[FeedbackHelp("This feedback will let you control a 2D light's intensity, color, falloff, shadow strength and volumetric intensity over time, or instantly.")]
|
||||
[MovedFrom(false, null, "MoreMountains.Feedbacks")]
|
||||
[FeedbackPath("Lights/Light2D_URP")]
|
||||
public class MMF_Light2D_URP : MMF_Feedback
|
||||
{
|
||||
/// a static bool used to disable all feedbacks of this type at once
|
||||
public static bool FeedbackTypeAuthorized = true;
|
||||
/// sets the inspector color for this feedback
|
||||
#if UNITY_EDITOR
|
||||
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.LightColor; } }
|
||||
public override bool EvaluateRequiresSetup() { return (BoundLight == null); }
|
||||
public override string RequiredTargetText { get { return BoundLight != null ? BoundLight.name : ""; } }
|
||||
public override string RequiresSetupText { get { return "This feedback requires that a BoundLight be set to be able to work properly. You can set one below."; } }
|
||||
#endif
|
||||
|
||||
/// the duration of this feedback is the duration of the light, or 0 if instant
|
||||
public override float FeedbackDuration { get { return (Mode == Modes.Instant) ? 0f : ApplyTimeMultiplier(Duration); } set { Duration = value; } }
|
||||
public override bool HasChannel => true;
|
||||
public override bool HasRandomness => true;
|
||||
public override bool HasAutomatedTargetAcquisition => true;
|
||||
protected override void AutomateTargetAcquisition() => BoundLight = FindAutomatedTarget<Light2D>();
|
||||
|
||||
/// the possible modes for this feedback
|
||||
public enum Modes { OverTime, Instant, ShakerEvent, ToDestination }
|
||||
|
||||
[MMFInspectorGroup("Light", true, 37, true)]
|
||||
/// the light to affect when playing the feedback
|
||||
[Tooltip("the light to affect when playing the feedback")]
|
||||
public Light2D BoundLight;
|
||||
/// whether the feedback should affect the light instantly or over a period of time
|
||||
[Tooltip("whether the feedback should affect the light instantly or over a period of time")]
|
||||
public Modes Mode = Modes.OverTime;
|
||||
/// how long the light should change over time
|
||||
[Tooltip("how long the light should change over time")]
|
||||
[MMFEnumCondition("Mode", (int)Modes.OverTime, (int)Modes.ShakerEvent, (int)Modes.ToDestination)]
|
||||
public float Duration = 0.2f;
|
||||
/// whether or not that light should be turned off on start
|
||||
[Tooltip("whether or not that light should be turned off on start")]
|
||||
public bool StartsOff = true;
|
||||
/// if this is true, the light will be disabled when this feedbacks is stopped
|
||||
[Tooltip("if this is true, the light will be disabled when this feedbacks is stopped")]
|
||||
public bool DisableOnStop = false;
|
||||
/// whether or not the values should be relative or not
|
||||
[Tooltip("whether or not the values should be relative or not")]
|
||||
[MMFEnumCondition("Mode", (int)Modes.OverTime, (int)Modes.ShakerEvent, (int)Modes.Instant)]
|
||||
public bool RelativeValues = true;
|
||||
/// whether or not to reset shaker values after shake
|
||||
[Tooltip("whether or not to reset shaker values after shake")]
|
||||
[MMFEnumCondition("Mode", (int)Modes.ShakerEvent)]
|
||||
public bool ResetShakerValuesAfterShake = true;
|
||||
/// whether or not to reset the target's values after shake
|
||||
[Tooltip("whether or not to reset the target's values after shake")]
|
||||
[MMFEnumCondition("Mode", (int)Modes.ShakerEvent)]
|
||||
public bool ResetTargetValuesAfterShake = true;
|
||||
/// whether or not to broadcast a range to only affect certain shakers
|
||||
[Tooltip("whether or not to broadcast a range to only affect certain shakers")]
|
||||
[MMFEnumCondition("Mode", (int)Modes.ShakerEvent)]
|
||||
public bool OnlyBroadcastInRange = false;
|
||||
/// the range of the event, in units
|
||||
[Tooltip("the range of the event, in units")]
|
||||
[MMFEnumCondition("Mode", (int)Modes.ShakerEvent)]
|
||||
public float EventRange = 100f;
|
||||
/// the transform to use to broadcast the event as origin point
|
||||
[Tooltip("the transform to use to broadcast the event as origin point")]
|
||||
[MMFEnumCondition("Mode", (int)Modes.ShakerEvent)]
|
||||
public Transform EventOriginTransform;
|
||||
/// if this is true, calling that feedback will trigger it, even if it's in progress. If it's false, it'll prevent any new Play until the current one is over
|
||||
[Tooltip("if this is true, calling that feedback will trigger it, even if it's in progress. If it's false, it'll prevent any new Play until the current one is over")]
|
||||
public bool AllowAdditivePlays = false;
|
||||
|
||||
[MMFInspectorGroup("Color", true, 38, true)]
|
||||
/// whether or not to modify the color of the light
|
||||
[Tooltip("whether or not to modify the color of the light")]
|
||||
public bool ModifyColor = true;
|
||||
/// the colors to apply to the light over time
|
||||
[Tooltip("the colors to apply to the light over time")]
|
||||
[MMFEnumCondition("Mode", (int)Modes.OverTime, (int)Modes.ShakerEvent)]
|
||||
public Gradient ColorOverTime;
|
||||
/// the color to move to in instant mode
|
||||
[Tooltip("the color to move to in instant mode")]
|
||||
[MMFEnumCondition("Mode", (int)Modes.Instant, (int)Modes.ShakerEvent)]
|
||||
public Color InstantColor = Color.red;
|
||||
/// the color to move to in destination mode
|
||||
[Tooltip("the color to move to in destination mode")]
|
||||
[MMFEnumCondition("Mode", (int)Modes.ToDestination)]
|
||||
public Color ToDestinationColor = Color.red;
|
||||
|
||||
[MMFInspectorGroup("Intensity", true, 39, true)]
|
||||
/// whether or not to modify the intensity of the light
|
||||
[Tooltip("whether or not to modify the intensity of the light")]
|
||||
public bool ModifyIntensity = true;
|
||||
/// the curve to tween the intensity on
|
||||
[Tooltip("the curve to tween the intensity on")]
|
||||
[MMFEnumCondition("Mode", (int)Modes.OverTime, (int)Modes.ShakerEvent, (int)Modes.ToDestination)]
|
||||
public AnimationCurve IntensityCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0));
|
||||
/// the value to remap the intensity curve's 0 to
|
||||
[Tooltip("the value to remap the intensity curve's 0 to")]
|
||||
[MMFEnumCondition("Mode", (int)Modes.OverTime, (int)Modes.ShakerEvent)]
|
||||
public float RemapIntensityZero = 0f;
|
||||
/// the value to remap the intensity curve's 1 to
|
||||
[Tooltip("the value to remap the intensity curve's 1 to")]
|
||||
[MMFEnumCondition("Mode", (int)Modes.OverTime, (int)Modes.ShakerEvent)]
|
||||
public float RemapIntensityOne = 1f;
|
||||
/// the value to move the intensity to in instant mode
|
||||
[Tooltip("the value to move the intensity to in instant mode")]
|
||||
[MMFEnumCondition("Mode", (int)Modes.Instant)]
|
||||
public float InstantIntensity = 1f;
|
||||
/// the value to move the intensity to in ToDestination mode
|
||||
[Tooltip("the value to move the intensity to in ToDestination mode")]
|
||||
[MMFEnumCondition("Mode", (int)Modes.ToDestination)]
|
||||
public float ToDestinationIntensity = 1f;
|
||||
|
||||
[MMFInspectorGroup("Falloff", true, 40, true)]
|
||||
/// whether or not to modify the falloff of the light
|
||||
[Tooltip("whether or not to modify the falloff of the light")]
|
||||
public bool ModifyFalloff = true;
|
||||
/// the falloff to apply to the light over time
|
||||
[Tooltip("the falloff to apply to the light over time")]
|
||||
[MMFEnumCondition("Mode", (int)Modes.OverTime, (int)Modes.ShakerEvent, (int)Modes.ToDestination)]
|
||||
public AnimationCurve FalloffCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0));
|
||||
/// the value to remap the falloff curve's 0 to
|
||||
[Tooltip("the value to remap the falloff curve's 0 to")]
|
||||
[MMFEnumCondition("Mode", (int)Modes.OverTime, (int)Modes.ShakerEvent)]
|
||||
public float RemapFalloffZero = 0f;
|
||||
/// the value to remap the falloff curve's 0 to
|
||||
[Tooltip("the value to remap the falloff curve's 0 to")]
|
||||
[MMFEnumCondition("Mode", (int)Modes.OverTime, (int)Modes.ShakerEvent)]
|
||||
public float RemapFalloffOne = 10f;
|
||||
/// the value to move the intensity to in instant mode
|
||||
[Tooltip("the value to move the intensity to in instant mode")]
|
||||
[MMFEnumCondition("Mode", (int)Modes.Instant)]
|
||||
public float InstantFalloff = 10f;
|
||||
/// the value to move the intensity to in ToDestination mode
|
||||
[Tooltip("the value to move the intensity to in ToDestination mode")]
|
||||
[MMFEnumCondition("Mode", (int)Modes.ToDestination)]
|
||||
public float ToDestinationFalloff = 10f;
|
||||
|
||||
[MMFInspectorGroup("Shadow Strength", true, 41, true)]
|
||||
/// whether or not to modify the shadow strength of the light
|
||||
[Tooltip("whether or not to modify the shadow strength of the light")]
|
||||
public bool ModifyShadowStrength = true;
|
||||
/// the shadow strength to apply to the light over time
|
||||
[Tooltip("the shadow strength to apply to the light over time")]
|
||||
[MMFEnumCondition("Mode", (int)Modes.OverTime, (int)Modes.ShakerEvent, (int)Modes.ToDestination)]
|
||||
public AnimationCurve ShadowStrengthCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0));
|
||||
/// the value to remap the shadow strength's curve's 0 to
|
||||
[Tooltip("the value to remap the shadow strength's curve's 0 to")]
|
||||
[MMFEnumCondition("Mode", (int)Modes.OverTime, (int)Modes.ShakerEvent)]
|
||||
public float RemapShadowStrengthZero = 0f;
|
||||
/// the value to remap the shadow strength's curve's 1 to
|
||||
[Tooltip("the value to remap the shadow strength's curve's 1 to")]
|
||||
[MMFEnumCondition("Mode", (int)Modes.OverTime, (int)Modes.ShakerEvent)]
|
||||
public float RemapShadowStrengthOne = 1f;
|
||||
/// the value to move the shadow strength to in instant mode
|
||||
[Tooltip("the value to move the shadow strength to in instant mode")]
|
||||
[MMFEnumCondition("Mode", (int)Modes.Instant)]
|
||||
public float InstantShadowStrength = 1f;
|
||||
/// the value to move the shadow strength to in ToDestination mode
|
||||
[Tooltip("the value to move the shadow strength to in ToDestination mode")]
|
||||
[MMFEnumCondition("Mode", (int)Modes.ToDestination)]
|
||||
public float ToDestinationShadowStrength = 1f;
|
||||
|
||||
[MMFInspectorGroup("Volumetric Intensity", true, 39, true)]
|
||||
/// whether or not to modify the volumetric intensity of the light
|
||||
[Tooltip("whether or not to modify the volumetric intensity of the light")]
|
||||
public bool ModifyVolumetricIntensity = true;
|
||||
/// the curve to tween the volumetric intensity on
|
||||
[Tooltip("the curve to tween the volumetric intensity on")]
|
||||
[MMFEnumCondition("Mode", (int)Modes.OverTime, (int)Modes.ShakerEvent, (int)Modes.ToDestination)]
|
||||
public AnimationCurve VolumetricIntensityCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0));
|
||||
/// the value to remap the volumetric intensity curve's 0 to
|
||||
[Tooltip("the value to remap the volumetric intensity curve's 0 to")]
|
||||
[MMFEnumCondition("Mode", (int)Modes.OverTime, (int)Modes.ShakerEvent)]
|
||||
public float RemapVolumetricIntensityZero = 0f;
|
||||
/// the value to remap the volumetric intensity curve's 1 to
|
||||
[Tooltip("the value to remap the volumetric intensity curve's 1 to")]
|
||||
[MMFEnumCondition("Mode", (int)Modes.OverTime, (int)Modes.ShakerEvent)]
|
||||
public float RemapVolumetricIntensityOne = 1f;
|
||||
/// the value to move the volumetric intensity to in instant mode
|
||||
[Tooltip("the value to move the volumetric intensity to in instant mode")]
|
||||
[MMFEnumCondition("Mode", (int)Modes.Instant)]
|
||||
public float InstantVolumetricIntensity = 1f;
|
||||
/// the value to move the volumetric intensity to in ToDestination mode
|
||||
[Tooltip("the value to move the volumetric intensity to in ToDestination mode")]
|
||||
[MMFEnumCondition("Mode", (int)Modes.ToDestination)]
|
||||
public float ToDestinationVolumetricIntensity = 1f;
|
||||
|
||||
protected float _initialFalloff;
|
||||
protected float _initialShadowStrength;
|
||||
protected float _initialIntensity;
|
||||
protected float _initialVolumetricIntensity;
|
||||
protected Coroutine _coroutine;
|
||||
protected Color _initialColor;
|
||||
protected Color _targetColor;
|
||||
|
||||
/// <summary>
|
||||
/// On init we turn the light off if needed
|
||||
/// </summary>
|
||||
/// <param name="owner"></param>
|
||||
protected override void CustomInitialization(MMF_Player owner)
|
||||
{
|
||||
base.CustomInitialization(owner);
|
||||
|
||||
if (BoundLight == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_initialFalloff = BoundLight.shapeLightFalloffSize ;
|
||||
_initialShadowStrength = BoundLight.shadowIntensity;
|
||||
_initialIntensity = BoundLight.intensity;
|
||||
_initialVolumetricIntensity = BoundLight.volumeIntensity;
|
||||
_initialColor = BoundLight.color;
|
||||
|
||||
if (EventOriginTransform == null)
|
||||
{
|
||||
EventOriginTransform = owner.transform;
|
||||
}
|
||||
|
||||
if (Active)
|
||||
{
|
||||
if (StartsOff)
|
||||
{
|
||||
Turn(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// On Play we turn our light on and start an over time coroutine if needed
|
||||
/// </summary>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="feedbacksIntensity"></param>
|
||||
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (Mode == Modes.ToDestination)
|
||||
{
|
||||
_initialFalloff = BoundLight.shapeLightFalloffSize ;
|
||||
_initialShadowStrength = BoundLight.shadowIntensity;
|
||||
_initialIntensity = BoundLight.intensity;
|
||||
_initialIntensity = BoundLight.volumeIntensity;
|
||||
_initialColor = BoundLight.color;
|
||||
}
|
||||
|
||||
float intensityMultiplier = ComputeIntensity(feedbacksIntensity, position);
|
||||
Turn(true);
|
||||
switch (Mode)
|
||||
{
|
||||
case Modes.Instant:
|
||||
BoundLight.intensity = InstantIntensity * intensityMultiplier;
|
||||
BoundLight.intensity = InstantVolumetricIntensity * intensityMultiplier;
|
||||
BoundLight.shadowIntensity = InstantShadowStrength;
|
||||
BoundLight.shapeLightFalloffSize = InstantFalloff;
|
||||
if (ModifyColor)
|
||||
{
|
||||
BoundLight.color = InstantColor;
|
||||
}
|
||||
break;
|
||||
case Modes.OverTime:
|
||||
case Modes.ToDestination:
|
||||
if (!AllowAdditivePlays && (_coroutine != null))
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (_coroutine != null) { Owner.StopCoroutine(_coroutine); }
|
||||
_coroutine = Owner.StartCoroutine(LightSequence(intensityMultiplier));
|
||||
break;
|
||||
case Modes.ShakerEvent:
|
||||
if (EventOriginTransform == null)
|
||||
{
|
||||
EventOriginTransform = Owner.transform;
|
||||
}
|
||||
MMLight2DShakeEvent.Trigger(FeedbackDuration, RelativeValues, ModifyColor, ColorOverTime, IntensityCurve,
|
||||
RemapIntensityZero, RemapIntensityOne, FalloffCurve, RemapFalloffZero * intensityMultiplier, RemapFalloffOne * intensityMultiplier,
|
||||
ShadowStrengthCurve, RemapShadowStrengthZero, RemapShadowStrengthOne, feedbacksIntensity,
|
||||
ChannelData, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake,
|
||||
OnlyBroadcastInRange, EventRange, EventOriginTransform.position);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This coroutine will modify the intensity and color of the light over time
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
protected virtual IEnumerator LightSequence(float intensityMultiplier)
|
||||
{
|
||||
IsPlaying = true;
|
||||
float journey = NormalPlayDirection ? 0f : FeedbackDuration;
|
||||
while ((journey >= 0) && (journey <= FeedbackDuration) && (FeedbackDuration > 0))
|
||||
{
|
||||
float remappedTime = MMFeedbacksHelpers.Remap(journey, 0f, FeedbackDuration, 0f, 1f);
|
||||
|
||||
SetLightValues(remappedTime, intensityMultiplier);
|
||||
|
||||
journey += NormalPlayDirection ? FeedbackDeltaTime : -FeedbackDeltaTime;
|
||||
yield return null;
|
||||
}
|
||||
SetLightValues(FinalNormalizedTime, intensityMultiplier);
|
||||
if (DisableOnStop)
|
||||
{
|
||||
Turn(false);
|
||||
}
|
||||
IsPlaying = false;
|
||||
_coroutine = null;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Sets the various values on the light on a specified time (between 0 and 1)
|
||||
/// </summary>
|
||||
/// <param name="time"></param>
|
||||
protected virtual void SetLightValues(float time, float intensityMultiplier)
|
||||
{
|
||||
float intensity = 0f;
|
||||
float volumeIntensity = 0f;
|
||||
float falloff = 0f;
|
||||
float shadowStrength = 0f;
|
||||
|
||||
switch (Mode)
|
||||
{
|
||||
case Modes.OverTime:
|
||||
intensity = MMFeedbacksHelpers.Remap(IntensityCurve.Evaluate(time), 0f, 1f, RemapIntensityZero, RemapIntensityOne);
|
||||
volumeIntensity = MMFeedbacksHelpers.Remap(VolumetricIntensityCurve.Evaluate(time), 0f, 1f, RemapVolumetricIntensityZero, RemapVolumetricIntensityOne);
|
||||
falloff = MMFeedbacksHelpers.Remap(FalloffCurve.Evaluate(time), 0f, 1f, RemapFalloffZero, RemapFalloffOne);
|
||||
shadowStrength = MMFeedbacksHelpers.Remap(ShadowStrengthCurve.Evaluate(time), 0f, 1f, RemapShadowStrengthZero, RemapShadowStrengthOne);
|
||||
_targetColor = ColorOverTime.Evaluate(time);
|
||||
break;
|
||||
case Modes.ToDestination:
|
||||
intensity = Mathf.Lerp(_initialIntensity, ToDestinationIntensity, IntensityCurve.Evaluate(time));
|
||||
volumeIntensity = Mathf.Lerp(_initialVolumetricIntensity, ToDestinationVolumetricIntensity, VolumetricIntensityCurve.Evaluate(time));
|
||||
falloff = Mathf.Lerp(_initialFalloff, ToDestinationFalloff, FalloffCurve.Evaluate(time));
|
||||
shadowStrength = Mathf.Lerp(_initialShadowStrength, ToDestinationShadowStrength, ShadowStrengthCurve.Evaluate(time));
|
||||
_targetColor = Color.Lerp(_initialColor, ToDestinationColor, time);
|
||||
break;
|
||||
}
|
||||
|
||||
if (RelativeValues && (Mode != Modes.ToDestination))
|
||||
{
|
||||
intensity += _initialIntensity;
|
||||
volumeIntensity += _initialVolumetricIntensity;
|
||||
shadowStrength += _initialShadowStrength;
|
||||
falloff += _initialFalloff;
|
||||
}
|
||||
|
||||
if (ModifyIntensity)
|
||||
{
|
||||
BoundLight.intensity = intensity * intensityMultiplier;
|
||||
}
|
||||
if (ModifyVolumetricIntensity)
|
||||
{
|
||||
BoundLight.volumeIntensity = volumeIntensity * intensityMultiplier;
|
||||
}
|
||||
if (ModifyFalloff)
|
||||
{
|
||||
BoundLight.shapeLightFalloffSize = falloff;
|
||||
}
|
||||
if (ModifyShadowStrength)
|
||||
{
|
||||
BoundLight.shadowIntensity = Mathf.Clamp01(shadowStrength);
|
||||
}
|
||||
if (ModifyColor)
|
||||
{
|
||||
BoundLight.color = _targetColor;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Turns the light off on stop
|
||||
/// </summary>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="feedbacksIntensity"></param>
|
||||
protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
|
||||
{
|
||||
if (!FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
base.CustomStopFeedback(position, feedbacksIntensity);
|
||||
IsPlaying = false;
|
||||
if (Active && (_coroutine != null))
|
||||
{
|
||||
Owner.StopCoroutine(_coroutine);
|
||||
_coroutine = null;
|
||||
}
|
||||
if (Active && DisableOnStop)
|
||||
{
|
||||
Turn(false);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Turns the light on or off
|
||||
/// </summary>
|
||||
/// <param name="status"></param>
|
||||
protected virtual void Turn(bool status)
|
||||
{
|
||||
if (BoundLight == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
BoundLight.enabled = status;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// On restore, we put our object back at its initial position
|
||||
/// </summary>
|
||||
protected override void CustomRestoreInitialValues()
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
BoundLight.shapeLightFalloffSize = _initialFalloff;
|
||||
BoundLight.shadowIntensity = _initialShadowStrength;
|
||||
BoundLight.intensity = _initialIntensity;
|
||||
BoundLight.volumeIntensity = _initialVolumetricIntensity;
|
||||
BoundLight.color = _initialColor;
|
||||
|
||||
if (StartsOff)
|
||||
{
|
||||
Turn(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_Light2D_URP.cs.meta
vendored
Normal file
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_Light2D_URP.cs.meta
vendored
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1bb65b535952c9c4188009b61f3a31ef
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
122
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_MotionBlur_URP.cs
vendored
Normal file
122
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_MotionBlur_URP.cs
vendored
Normal file
@@ -0,0 +1,122 @@
|
||||
using UnityEngine;
|
||||
using MoreMountains.Feedbacks;
|
||||
using UnityEngine.Scripting.APIUpdating;
|
||||
#if MM_URP
|
||||
using UnityEngine.Rendering.Universal;
|
||||
#endif
|
||||
|
||||
namespace MoreMountains.FeedbacksForThirdParty
|
||||
{
|
||||
/// <summary>
|
||||
/// This feedback allows you to control URP motion blur intensity over time.
|
||||
/// It requires you have in your scene an object with a Volume
|
||||
/// with MotionBlur active, and a MMMotionBlurShaker_URP component.
|
||||
/// </summary>
|
||||
[AddComponentMenu("")]
|
||||
#if MM_URP
|
||||
[FeedbackPath("PostProcess/Motion Blur URP")]
|
||||
#endif
|
||||
[MovedFrom(false, null, "MoreMountains.Feedbacks.URP")]
|
||||
[FeedbackHelp("This feedback allows you to control motion blur intensity over time. " +
|
||||
"It requires you have in your scene an object with a Volume " +
|
||||
"with MotionBlur active, and a MMMotionBlurShaker_URP component.")]
|
||||
public class MMF_MotionBlur_URP : MMF_Feedback
|
||||
{
|
||||
/// a static bool used to disable all feedbacks of this type at once
|
||||
public static bool FeedbackTypeAuthorized = true;
|
||||
/// sets the inspector color for this feedback
|
||||
#if UNITY_EDITOR
|
||||
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.PostProcessColor; } }
|
||||
public override bool HasCustomInspectors => true;
|
||||
public override bool HasAutomaticShakerSetup => true;
|
||||
#endif
|
||||
|
||||
/// the duration of this feedback is the duration of the shake
|
||||
public override float FeedbackDuration { get { return ApplyTimeMultiplier(Duration); } set { Duration = value; } }
|
||||
public override bool HasChannel => true;
|
||||
public override bool HasRandomness => true;
|
||||
|
||||
[MMFInspectorGroup("Motion Blur", true, 25)]
|
||||
/// the duration of the shake, in seconds
|
||||
[Tooltip("the duration of the shake, in seconds")]
|
||||
public float Duration = 0.2f;
|
||||
/// whether or not to reset shaker values after shake
|
||||
[Tooltip("whether or not to reset shaker values after shake")]
|
||||
public bool ResetShakerValuesAfterShake = true;
|
||||
/// whether or not to reset the target's values after shake
|
||||
[Tooltip("whether or not to reset the target's values after shake")]
|
||||
public bool ResetTargetValuesAfterShake = true;
|
||||
|
||||
[MMFInspectorGroup("Intensity", true, 24)]
|
||||
/// the curve to animate the intensity on
|
||||
[Tooltip("the curve to animate the intensity on")]
|
||||
public AnimationCurve Intensity = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
|
||||
/// the value to which to remap the curve's zero to
|
||||
[Tooltip("the value to which to remap the curve's zero to")]
|
||||
[Range(0f, 1f)]
|
||||
public float RemapIntensityZero = 0f;
|
||||
/// the value to which to remap the curve's one to
|
||||
[Tooltip("the value to which to remap the curve's one to")]
|
||||
[Range(0f, 1f)]
|
||||
public float RemapIntensityOne = 1.0f;
|
||||
/// whether or not to add to the initial intensity
|
||||
[Tooltip("whether or not to add to the initial intensity")]
|
||||
public bool RelativeIntensity = false;
|
||||
|
||||
/// <summary>
|
||||
/// Triggers a motion blur shake
|
||||
/// </summary>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="attenuation"></param>
|
||||
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
float intensityMultiplier = ComputeIntensity(feedbacksIntensity, position);
|
||||
MMMotionBlurShakeEvent_URP.Trigger(Intensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, intensityMultiplier,
|
||||
ChannelData, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake, NormalPlayDirection, ComputedTimescaleMode);
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// On stop we stop our transition
|
||||
/// </summary>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="feedbacksIntensity"></param>
|
||||
protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
base.CustomStopFeedback(position, feedbacksIntensity);
|
||||
MMMotionBlurShakeEvent_URP.Trigger(Intensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, stop: true, channelData: ChannelData);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// On restore, we put our object back at its initial position
|
||||
/// </summary>
|
||||
protected override void CustomRestoreInitialValues()
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
MMMotionBlurShakeEvent_URP.Trigger(Intensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, restore: true, channelData: ChannelData);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Automaticall sets up the post processing profile and shaker
|
||||
/// </summary>
|
||||
public override void AutomaticShakerSetup()
|
||||
{
|
||||
#if MM_URP && UNITY_EDITOR
|
||||
MMURPHelpers.GetOrCreateVolume<MotionBlur, MMMotionBlurShaker_URP>(Owner, "MotionBlur");
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_MotionBlur_URP.cs.meta
vendored
Normal file
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_MotionBlur_URP.cs.meta
vendored
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 51cd42785d86b984f857efaa3a7e0f28
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
121
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_PaniniProjection_URP.cs
vendored
Normal file
121
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_PaniniProjection_URP.cs
vendored
Normal file
@@ -0,0 +1,121 @@
|
||||
using UnityEngine;
|
||||
using MoreMountains.Feedbacks;
|
||||
using UnityEngine.Scripting.APIUpdating;
|
||||
#if MM_URP
|
||||
using UnityEngine.Rendering.Universal;
|
||||
#endif
|
||||
|
||||
namespace MoreMountains.FeedbacksForThirdParty
|
||||
{
|
||||
/// <summary>
|
||||
/// This feedback allows you to control Panini Projection distance and crop to fit over time.
|
||||
/// It requires you have in your scene an object with a Volume with Bloom active, and a MMPaniniProjectionShaker_URP component.
|
||||
/// </summary>
|
||||
[AddComponentMenu("")]
|
||||
[FeedbackHelp("This feedback allows you to control Panini Projection distance and crop to fit over time. " +
|
||||
"It requires you have in your scene an object with a Volume " +
|
||||
"with PaniniProjection active, and a MMPaniniProjectionShaker_URP component.")]
|
||||
#if MM_URP
|
||||
[FeedbackPath("PostProcess/Panini Projection URP")]
|
||||
#endif
|
||||
[MovedFrom(false, null, "MoreMountains.Feedbacks.URP")]
|
||||
public class MMF_PaniniProjection_URP : MMF_Feedback
|
||||
{
|
||||
/// a static bool used to disable all feedbacks of this type at once
|
||||
public static bool FeedbackTypeAuthorized = true;
|
||||
/// sets the inspector color for this feedback
|
||||
#if UNITY_EDITOR
|
||||
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.PostProcessColor; } }
|
||||
public override bool HasCustomInspectors => true;
|
||||
public override bool HasAutomaticShakerSetup => true;
|
||||
#endif
|
||||
|
||||
/// the duration of this feedback is the duration of the shake
|
||||
public override float FeedbackDuration { get { return ApplyTimeMultiplier(Duration); } set { Duration = value; } }
|
||||
public override bool HasChannel => true;
|
||||
public override bool HasRandomness => true;
|
||||
|
||||
[MMFInspectorGroup("Panini Projection", true, 28)]
|
||||
/// the duration of the shake, in seconds
|
||||
[Tooltip("the duration of the shake, in seconds")]
|
||||
public float Duration = 0.2f;
|
||||
/// whether or not to reset shaker values after shake
|
||||
[Tooltip("whether or not to reset shaker values after shake")]
|
||||
public bool ResetShakerValuesAfterShake = true;
|
||||
/// whether or not to reset the target's values after shake
|
||||
[Tooltip("whether or not to reset the target's values after shake")]
|
||||
public bool ResetTargetValuesAfterShake = true;
|
||||
|
||||
[MMFInspectorGroup("Distance", true, 27)]
|
||||
/// whether or not to add to the initial value
|
||||
[Tooltip("whether or not to add to the initial value")]
|
||||
public bool RelativeDistance = false;
|
||||
/// the curve used to animate the distance value on
|
||||
[Tooltip("the curve used to animate the distance value on")]
|
||||
public AnimationCurve ShakeDistance = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
|
||||
/// the value to remap the curve's 0 to
|
||||
[Tooltip("the value to remap the curve's 0 to")]
|
||||
[Range(0f, 1f)]
|
||||
public float RemapDistanceZero = 0f;
|
||||
/// the value to remap the curve's 1 to
|
||||
[Tooltip("the value to remap the curve's 1 to")]
|
||||
[Range(0f, 1f)]
|
||||
public float RemapDistanceOne = 1f;
|
||||
|
||||
/// <summary>
|
||||
/// Triggers a bloom shake
|
||||
/// </summary>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="attenuation"></param>
|
||||
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
float intensityMultiplier = ComputeIntensity(feedbacksIntensity, position);
|
||||
MMPaniniProjectionShakeEvent_URP.Trigger(ShakeDistance, FeedbackDuration, RemapDistanceZero, RemapDistanceOne, RelativeDistance, intensityMultiplier, ChannelData,
|
||||
ResetShakerValuesAfterShake, ResetTargetValuesAfterShake, NormalPlayDirection, ComputedTimescaleMode);
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// On stop we stop our transition
|
||||
/// </summary>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="feedbacksIntensity"></param>
|
||||
protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
base.CustomStopFeedback(position, feedbacksIntensity);
|
||||
MMPaniniProjectionShakeEvent_URP.Trigger(ShakeDistance, FeedbackDuration, RemapDistanceZero, RemapDistanceOne, RelativeDistance, channelData: ChannelData, stop: true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// On restore, we put our object back at its initial position
|
||||
/// </summary>
|
||||
protected override void CustomRestoreInitialValues()
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
MMPaniniProjectionShakeEvent_URP.Trigger(ShakeDistance, FeedbackDuration, RemapDistanceZero, RemapDistanceOne, RelativeDistance, channelData: ChannelData, restore: true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Automaticall sets up the post processing profile and shaker
|
||||
/// </summary>
|
||||
public override void AutomaticShakerSetup()
|
||||
{
|
||||
#if MM_URP && UNITY_EDITOR
|
||||
MMURPHelpers.GetOrCreateVolume<PaniniProjection, MMPaniniProjectionShaker_URP>(Owner, "PaniniProjection");
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_PaniniProjection_URP.cs.meta
vendored
Normal file
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_PaniniProjection_URP.cs.meta
vendored
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bd752e51b75d9404f8567b2de4478a17
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
143
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_Vignette_URP.cs
vendored
Normal file
143
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_Vignette_URP.cs
vendored
Normal file
@@ -0,0 +1,143 @@
|
||||
using UnityEngine;
|
||||
using MoreMountains.Feedbacks;
|
||||
using UnityEngine.Scripting.APIUpdating;
|
||||
#if MM_URP
|
||||
using UnityEngine.Rendering.Universal;
|
||||
#endif
|
||||
|
||||
namespace MoreMountains.FeedbacksForThirdParty
|
||||
{
|
||||
/// <summary>
|
||||
/// This feedback allows you to control URP vignette intensity over time.
|
||||
/// It requires you have in your scene an object with a Volume
|
||||
/// with Vignette active, and a MMVignetteShaker_URP component.
|
||||
/// </summary>
|
||||
[AddComponentMenu("")]
|
||||
#if MM_URP
|
||||
[FeedbackPath("PostProcess/Vignette URP")]
|
||||
#endif
|
||||
[MovedFrom(false, null, "MoreMountains.Feedbacks.URP")]
|
||||
[FeedbackHelp("This feedback allows you to control vignette intensity over time. " +
|
||||
"It requires you have in your scene an object with a Volume " +
|
||||
"with Vignette active, and a MMVignetteShaker_URP component.")]
|
||||
public class MMF_Vignette_URP : MMF_Feedback
|
||||
{
|
||||
/// a static bool used to disable all feedbacks of this type at once
|
||||
public static bool FeedbackTypeAuthorized = true;
|
||||
/// sets the inspector color for this feedback
|
||||
#if UNITY_EDITOR
|
||||
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.PostProcessColor; } }
|
||||
public override bool HasCustomInspectors => true;
|
||||
public override bool HasAutomaticShakerSetup => true;
|
||||
#endif
|
||||
|
||||
/// the duration of this feedback is the duration of the shake
|
||||
public override float FeedbackDuration { get { return ApplyTimeMultiplier(Duration); } set { Duration = value; } }
|
||||
public override bool HasChannel => true;
|
||||
public override bool HasRandomness => true;
|
||||
|
||||
[MMFInspectorGroup("Vignette", true, 28)]
|
||||
/// the duration of the shake, in seconds
|
||||
[Tooltip("the duration of the shake, in seconds")]
|
||||
public float Duration = 0.2f;
|
||||
/// whether or not to reset shaker values after shake
|
||||
[Tooltip("whether or not to reset shaker values after shake")]
|
||||
public bool ResetShakerValuesAfterShake = true;
|
||||
/// whether or not to reset the target's values after shake
|
||||
[Tooltip("whether or not to reset the target's values after shake")]
|
||||
public bool ResetTargetValuesAfterShake = true;
|
||||
|
||||
[MMFInspectorGroup("Intensity", true, 29)]
|
||||
/// the curve to animate the intensity on
|
||||
[Tooltip("the curve to animate the intensity on")]
|
||||
public AnimationCurve Intensity = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
|
||||
/// the value to remap the curve's zero to
|
||||
[Tooltip("the value to remap the curve's zero to")]
|
||||
[Range(0f, 1f)]
|
||||
public float RemapIntensityZero = 0f;
|
||||
/// the value to remap the curve's one to
|
||||
[Tooltip("the value to remap the curve's one to")]
|
||||
[Range(0f, 1f)]
|
||||
public float RemapIntensityOne = 1.0f;
|
||||
/// whether or not to add to the initial intensity
|
||||
[Tooltip("whether or not to add to the initial intensity")]
|
||||
public bool RelativeIntensity = false;
|
||||
|
||||
[Header("Color")]
|
||||
/// whether or not to also animate the vignette's color
|
||||
[Tooltip("whether or not to also animate the vignette's color")]
|
||||
public bool InterpolateColor = false;
|
||||
/// the curve to animate the color on
|
||||
[Tooltip("the curve to animate the color on")]
|
||||
public AnimationCurve ColorCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.05f, 1f), new Keyframe(0.95f, 1), new Keyframe(1, 0));
|
||||
/// the value to remap the curve's 0 to
|
||||
[Tooltip("the value to remap the curve's 0 to")]
|
||||
[Range(0, 1)]
|
||||
public float RemapColorZero = 0f;
|
||||
/// the value to remap the curve's 1 to
|
||||
[Tooltip("the value to remap the curve's 1 to")]
|
||||
[Range(0f, 1f)]
|
||||
public float RemapColorOne = 1f;
|
||||
/// the color to lerp towards
|
||||
[Tooltip("the color to lerp towards")]
|
||||
public Color TargetColor = Color.red;
|
||||
|
||||
/// <summary>
|
||||
/// Triggers a vignette shake
|
||||
/// </summary>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="attenuation"></param>
|
||||
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
float intensityMultiplier = ComputeIntensity(feedbacksIntensity, position);
|
||||
MMVignetteShakeEvent_URP.Trigger(Intensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, intensityMultiplier,
|
||||
ChannelData, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake, NormalPlayDirection, ComputedTimescaleMode, false, false, InterpolateColor,
|
||||
ColorCurve, RemapColorZero, RemapColorOne, TargetColor);
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// On stop we stop our transition
|
||||
/// </summary>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="feedbacksIntensity"></param>
|
||||
protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
|
||||
{
|
||||
base.CustomStopFeedback(position, feedbacksIntensity);
|
||||
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
MMVignetteShakeEvent_URP.Trigger(Intensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, stop: true, channelData: ChannelData);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// On restore, we put our object back at its initial position
|
||||
/// </summary>
|
||||
protected override void CustomRestoreInitialValues()
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
MMVignetteShakeEvent_URP.Trigger(Intensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, restore: true, channelData: ChannelData);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Automaticall sets up the post processing profile and shaker
|
||||
/// </summary>
|
||||
public override void AutomaticShakerSetup()
|
||||
{
|
||||
#if MM_URP && UNITY_EDITOR
|
||||
MMURPHelpers.GetOrCreateVolume<Vignette, MMVignetteShaker_URP>(Owner, "Vignette");
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_Vignette_URP.cs.meta
vendored
Normal file
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_Vignette_URP.cs.meta
vendored
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e4184b673db0e27469895c376f79e78c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
139
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_WhiteBalance_URP.cs
vendored
Normal file
139
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_WhiteBalance_URP.cs
vendored
Normal file
@@ -0,0 +1,139 @@
|
||||
using UnityEngine;
|
||||
using MoreMountains.Feedbacks;
|
||||
using UnityEngine.Scripting.APIUpdating;
|
||||
#if MM_URP
|
||||
using UnityEngine.Rendering.Universal;
|
||||
#endif
|
||||
|
||||
namespace MoreMountains.FeedbacksForThirdParty
|
||||
{
|
||||
/// <summary>
|
||||
/// This feedback allows you to control white balance temperature and tint over time.
|
||||
/// It requires you have in your scene an object with a Volume with White Balance active, and a MMWhiteBalanceShaker_URP component.
|
||||
/// </summary>
|
||||
[AddComponentMenu("")]
|
||||
[FeedbackHelp("This feedback allows you to control white balance temperature and tint over time. " +
|
||||
"It requires you have in your scene an object with a Volume " +
|
||||
"with WhiteBalance active, and a MMWhiteBalanceShaker_URP component.")]
|
||||
#if MM_URP
|
||||
[FeedbackPath("PostProcess/White Balance URP")]
|
||||
#endif
|
||||
[MovedFrom(false, null, "MoreMountains.Feedbacks.URP")]
|
||||
public class MMF_WhiteBalance_URP : MMF_Feedback
|
||||
{
|
||||
/// a static bool used to disable all feedbacks of this type at once
|
||||
public static bool FeedbackTypeAuthorized = true;
|
||||
/// sets the inspector color for this feedback
|
||||
#if UNITY_EDITOR
|
||||
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.PostProcessColor; } }
|
||||
public override bool HasCustomInspectors => true;
|
||||
public override bool HasAutomaticShakerSetup => true;
|
||||
#endif
|
||||
|
||||
/// the duration of this feedback is the duration of the shake
|
||||
public override float FeedbackDuration { get { return ApplyTimeMultiplier(ShakeDuration); } set { ShakeDuration = value; } }
|
||||
public override bool HasChannel => true;
|
||||
public override bool HasRandomness => true;
|
||||
|
||||
[MMFInspectorGroup("White Balance", true, 29)]
|
||||
/// the duration of the shake, in seconds
|
||||
[Tooltip("the duration of the shake, in seconds")]
|
||||
public float ShakeDuration = 1f;
|
||||
/// whether or not to add to the initial value
|
||||
[Tooltip("whether or not to add to the initial value")]
|
||||
public bool RelativeValues = true;
|
||||
/// whether or not to reset shaker values after shake
|
||||
[Tooltip("whether or not to reset shaker values after shake")]
|
||||
public bool ResetShakerValuesAfterShake = true;
|
||||
/// whether or not to reset the target's values after shake
|
||||
[Tooltip("whether or not to reset the target's values after shake")]
|
||||
public bool ResetTargetValuesAfterShake = true;
|
||||
|
||||
[MMFInspectorGroup("Temperature", true, 29)]
|
||||
/// the curve used to animate the temperature value on
|
||||
[Tooltip("the curve used to animate the temperature value on")]
|
||||
public AnimationCurve ShakeTemperature = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
|
||||
/// the value to remap the curve's 0 to
|
||||
[Tooltip("the value to remap the curve's 0 to")]
|
||||
[Range(-100f, 100f)]
|
||||
public float RemapTemperatureZero = 0f;
|
||||
/// the value to remap the curve's 1 to
|
||||
[Tooltip("the value to remap the curve's 1 to")]
|
||||
[Range(-100f, 100f)]
|
||||
public float RemapTemperatureOne = 100f;
|
||||
|
||||
[MMFInspectorGroup("Tint", true, 29)]
|
||||
/// the curve used to animate the tint value on
|
||||
[Tooltip("the curve used to animate the tint value on")]
|
||||
public AnimationCurve ShakeTint = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
|
||||
/// the value to remap the curve's 0 to
|
||||
[Tooltip("the value to remap the curve's 0 to")]
|
||||
[Range(-100f, 100f)]
|
||||
public float RemapTintZero = 0f;
|
||||
/// the value to remap the curve's 1 to
|
||||
[Tooltip("the value to remap the curve's 1 to")]
|
||||
[Range(-100f, 100f)]
|
||||
public float RemapTintOne = 100f;
|
||||
|
||||
/// <summary>
|
||||
/// Triggers a white balance shake
|
||||
/// </summary>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="attenuation"></param>
|
||||
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
float intensityMultiplier = ComputeIntensity(feedbacksIntensity, position);
|
||||
MMWhiteBalanceShakeEvent_URP.Trigger(ShakeTemperature, FeedbackDuration, RemapTemperatureZero, RemapTemperatureOne,
|
||||
ShakeTint, RemapTintZero, RemapTintOne, RelativeValues, intensityMultiplier,
|
||||
ChannelData, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake, NormalPlayDirection, ComputedTimescaleMode);
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// On stop we stop our transition
|
||||
/// </summary>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="feedbacksIntensity"></param>
|
||||
protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
base.CustomStopFeedback(position, feedbacksIntensity);
|
||||
|
||||
MMWhiteBalanceShakeEvent_URP.Trigger(ShakeTemperature, FeedbackDuration, RemapTemperatureZero, RemapTemperatureOne,
|
||||
ShakeTint, RemapTintZero, RemapTintOne, RelativeValues, stop: true, channelData: ChannelData);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// On restore, we put our object back at its initial position
|
||||
/// </summary>
|
||||
protected override void CustomRestoreInitialValues()
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
MMWhiteBalanceShakeEvent_URP.Trigger(ShakeTemperature, FeedbackDuration, RemapTemperatureZero, RemapTemperatureOne,
|
||||
ShakeTint, RemapTintZero, RemapTintOne, RelativeValues, restore: true, channelData: ChannelData);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Automaticall sets up the post processing profile and shaker
|
||||
/// </summary>
|
||||
public override void AutomaticShakerSetup()
|
||||
{
|
||||
#if MM_URP && UNITY_EDITOR
|
||||
MMURPHelpers.GetOrCreateVolume<WhiteBalance, MMWhiteBalanceShaker_URP>(Owner, "WhiteBalance");
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_WhiteBalance_URP.cs.meta
vendored
Normal file
11
Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/MMF_WhiteBalance_URP.cs.meta
vendored
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3ea237bea7ee0284eb3c367668540cdc
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user