Files
FORT-BO/Assets/CONTENT/Game/Scripts/Player/PlayerCameraShakeController.cs
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    Author: henjkey <henjkey@gmail.com>
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        Map

        Controller
        Coordinates
        Target System
        Crosshair System
        Radar System
2026-08-29 13:45:55 +03:00

76 lines
2.4 KiB
C#

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