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beyond/Assets/Scripts/Effects/CameraShaker.cs

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using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.Rendering;
namespace Beyond
{
public class CameraShaker : MonoBehaviour
{
[Header("Shake Settings")]
public float amplitude = 0.1f; // Si<53>a drgania
public float duration = 1.0f; // Czas trwania drgania
public float frequency = 20f; // Pr<50>dko<6B><6F> drgania
[Header("Shake Curve")]
public AnimationCurve shakeCurve = AnimationCurve.EaseInOut(0, 1, 1, 0); // Krzywa efektu drgania
private float shakeTime = 0f;
private Vector3 localShakeOffset = Vector3.zero;
private Transform mainCamera;
private bool isShaking = false;
private Vector3 lastShakeOffset = Vector3.zero;
private Vector3 orginalPos;
void Start()
{
mainCamera = Camera.main?.transform; // Pobranie MainCamera
if (mainCamera == null)
{
Debug.LogError("CameraShaker: MainCamera not found!");
enabled = false;
return;
}
RenderPipelineManager.endCameraRendering += OnEndCameraRendering;
enabled = true; // Skrypt mo<6D>e by<62> w<><77>czony, ale shake dzia<69>a tylko po evencie
}
void Oestroy()
{
RenderPipelineManager.endCameraRendering -= OnEndCameraRendering;
}
[Button]
public void StartShake()
{
if (isShaking) return; // Je<4A>li shake ju<6A> dzia<69>a, nie uruchamiaj ponownie
isShaking = true;
shakeTime = 0f;
lastShakeOffset = Vector3.zero; // Reset poprzedniego przesuni<6E>cia
}
void LateUpdate()
{
/*
if (isShaking && shakeTime < duration)
{
shakeTime += Time.deltaTime;
float shakeStrength = amplitude * shakeCurve.Evaluate(shakeTime / duration);
// P<>ynne drgania na bazie Perlin Noise
float x = (Mathf.PerlinNoise(Time.time * frequency, 0) * 2 - 1) * shakeStrength;
float y = (Mathf.PerlinNoise(0, Time.time * frequency) * 2 - 1) * shakeStrength;
float z = (Mathf.PerlinNoise(Time.time * frequency, Time.time * frequency) * 2 - 1) * shakeStrength;
// Nowe przesuni<6E>cie
localShakeOffset = new Vector3(x, y, z);
// Usuwamy poprzednie przesuni<6E>cie, dodajemy nowe
mainCamera.localPosition -= lastShakeOffset;
mainCamera.localPosition += localShakeOffset;
// Zapami<6D>tujemy ostatnie przesuni<6E>cie
lastShakeOffset = localShakeOffset;
}
else if (shakeTime >= duration)
{
isShaking = false;
mainCamera.localPosition -= lastShakeOffset; // Resetujemy shake
lastShakeOffset = Vector3.zero;
}
*/
if (isShaking && shakeTime < duration)
{
shakeTime += Time.deltaTime;
float shakeStrength = amplitude * shakeCurve.Evaluate(shakeTime / duration);
// P<>ynne drgania na bazie Perlin Noise
float x = (Mathf.PerlinNoise(Time.time * frequency, 0) * 2 - 1) * shakeStrength;
float y = (Mathf.PerlinNoise(0, Time.time * frequency) * 2 - 1) * shakeStrength;
float z = (Mathf.PerlinNoise(Time.time * frequency, Time.time * frequency) * 2 - 1) * shakeStrength;
// Nowe przesuni<6E>cie
localShakeOffset = new Vector3(x, y, z);
orginalPos = transform.position;
// Usuwamy poprzednie przesuni<6E>cie, dodajemy nowe
transform.position += localShakeOffset;
}
}
void OnEndCameraRendering(ScriptableRenderContext context, Camera camera)
{
if (isShaking)
{
transform.position = orginalPos;
if (shakeTime >= duration)
{
isShaking = false;
}
}
}
}
}