Fixed
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@@ -0,0 +1,75 @@
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using UnityEngine;
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[DisallowMultipleComponent]
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public sealed class PlayerCameraShakeController : MonoBehaviour, IPlayerSystem
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{
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private Transform cameraTransform;
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private Vector3 baseLocalPosition;
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private float amplitude;
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private float frequency;
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private float seed;
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private float endsAt;
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private float startedAt;
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private float duration;
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public bool IsShaking => cameraTransform != null && Time.time < endsAt;
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public void Initialize(PlayerFacade facade)
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{
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FirstPersonCameraController cameraController =
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GetComponent<FirstPersonCameraController>();
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cameraTransform = cameraController != null && cameraController.PlayerCamera != null
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? cameraController.PlayerCamera.transform
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: GetComponentInChildren<Camera>(true)?.transform;
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if (cameraTransform != null)
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baseLocalPosition = cameraTransform.localPosition;
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}
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public void PlayShake(
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float newAmplitude,
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float newDuration,
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float newFrequency,
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float newSeed = 0f)
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{
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if (cameraTransform == null || newAmplitude <= 0f || newDuration <= 0f)
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return;
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float remainingStrength = IsShaking
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? amplitude * Mathf.Clamp01((endsAt - Time.time) / Mathf.Max(0.01f, duration))
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: 0f;
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amplitude = Mathf.Max(remainingStrength, newAmplitude);
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duration = newDuration;
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frequency = Mathf.Max(0.1f, newFrequency);
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seed = newSeed;
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startedAt = Time.time;
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endsAt = Time.time + newDuration;
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}
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private void LateUpdate()
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{
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if (cameraTransform == null)
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return;
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if (!IsShaking)
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{
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cameraTransform.localPosition = baseLocalPosition;
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return;
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}
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float normalizedTime = Mathf.Clamp01((Time.time - startedAt) / Mathf.Max(0.01f, duration));
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float strength = amplitude * (1f - normalizedTime) * (1f - normalizedTime);
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float sample = (Time.time - startedAt) * frequency;
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Vector3 noise = new(
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Mathf.PerlinNoise(seed, sample) * 2f - 1f,
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Mathf.PerlinNoise(seed + 17.31f, sample) * 2f - 1f,
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Mathf.PerlinNoise(seed + 39.77f, sample) * 2f - 1f);
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cameraTransform.localPosition = baseLocalPosition + noise * strength;
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}
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private void OnDisable()
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{
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if (cameraTransform != null)
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cameraTransform.localPosition = baseLocalPosition;
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}
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}
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