Files
zeling_v2/Assets/Feel/MMFeedbacks/MMFeedbacks/Feedbacks/MMF_CameraFieldOfView.cs
2026-05-08 11:04:00 +08:00

155 lines
5.4 KiB
C#

using MoreMountains.FeedbacksForThirdParty;
using MoreMountains.Tools;
using UnityEngine;
using UnityEngine.Scripting.APIUpdating;
namespace MoreMountains.Feedbacks
{
/// <summary>
/// This feedback lets you control a camera's field of view over time. You'll need a MMCameraFieldOfViewShaker on your camera.
/// </summary>
[AddComponentMenu("")]
[MovedFrom(false, null, "MoreMountains.Feedbacks")]
[FeedbackPath("Camera/Field of View")]
[FeedbackHelp(
"This feedback lets you control a camera's field of view over time. You'll need a MMCameraFieldOfViewShaker on your camera.")]
public class MMF_CameraFieldOfView : 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 => MMFeedbacksInspectorColors.CameraColor;
public override string RequiredTargetText => RequiredChannelText;
public override bool HasCustomInspectors => true;
public override bool HasAutomaticShakerSetup => true;
#endif
/// returns the duration of the feedback
public override float FeedbackDuration
{
get { return ApplyTimeMultiplier(Duration); }
set { Duration = value; }
}
public override bool HasChannel => true;
public override bool CanForceInitialValue => true;
public override bool ForceInitialValueDelayed => true;
public override bool HasRandomness => true;
[MMFInspectorGroup("Field of View", true, 37)]
/// the duration of the shake, in seconds
[Tooltip("the duration of the shake, in seconds")]
public float Duration = 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 value
[Tooltip("whether or not to add to the initial value")]
public bool RelativeFieldOfView = false;
/// the curve used to animate the intensity value on
[Tooltip("the curve used to animate the intensity value on")]
public AnimationCurve ShakeFieldOfView =
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, 179f)]
public float RemapFieldOfViewZero = 60f;
/// the value to remap the curve's 1 to
[Tooltip("the value to remap the curve's 1 to")] [Range(0f, 179f)]
public float RemapFieldOfViewOne = 120f;
/// <summary>
/// Triggers the corresponding coroutine
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
float intensityMultiplier = ComputeIntensity(feedbacksIntensity, position);
MMCameraFieldOfViewShakeEvent.Trigger(ShakeFieldOfView, FeedbackDuration, RemapFieldOfViewZero,
RemapFieldOfViewOne, RelativeFieldOfView,
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);
MMCameraFieldOfViewShakeEvent.Trigger(ShakeFieldOfView, FeedbackDuration, RemapFieldOfViewZero,
RemapFieldOfViewOne, stop: true);
}
/// <summary>
/// On restore, we restore our initial state
/// </summary>
protected override void CustomRestoreInitialValues()
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
MMCameraFieldOfViewShakeEvent.Trigger(ShakeFieldOfView, FeedbackDuration, RemapFieldOfViewZero,
RemapFieldOfViewOne, restore: true);
}
/// <summary>
/// Automatically tries to add a MMCameraFieldOfViewShaker to the main camera, if none are present
/// </summary>
public override void AutomaticShakerSetup()
{
#if MM_CINEMACHINE || MM_CINEMACHINE3
bool virtualCameraFound = false;
#endif
#if MMCINEMACHINE
CinemachineVirtualCamera virtualCamera = (CinemachineVirtualCamera)Object.FindObjectOfType(typeof(CinemachineVirtualCamera));
virtualCameraFound = (virtualCamera != null);
#elif MMCINEMACHINE3
CinemachineCamera virtualCamera = (CinemachineCamera)Object.FindObjectOfType(typeof(CinemachineCamera));
virtualCameraFound = (virtualCamera != null);
#endif
#if MM_CINEMACHINE || MM_CINEMACHINE3
if (virtualCameraFound)
{
MMCinemachineHelpers.AutomaticCinemachineShakersSetup(Owner, "CinemachineImpulse");
return;
}
#endif
MMCameraFieldOfViewShaker fieldOfViewShaker = (MMCameraFieldOfViewShaker)Object.FindObjectOfType(typeof(MMCameraFieldOfViewShaker));
if (fieldOfViewShaker != null)
{
return;
}
Camera.main.gameObject.MMGetOrAddComponent<MMCameraFieldOfViewShaker>();
MMDebug.DebugLogInfo( "Added a MMCameraFieldOfViewShaker to the main camera. You're all set.");
}
}
}