完成编队 增加多个细节和小功能

This commit is contained in:
FloatGaming
2025-12-10 19:12:27 +08:00
parent c0a822b958
commit edc2608f47
131 changed files with 11889 additions and 127 deletions
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#if UNITY_EDITOR
using System.Collections.Generic;
using System.Text.RegularExpressions;
using UnityEditor;
using UnityEngine;
namespace SmoothShakeFree
{
public static class EditorUtility
{
#if UNITY_2020
public static Color SmoothShakeFreeColor = new Color(0.78f, 0.78f, 0.78f);
#else
public static Color SmoothShakeFreeColor = new(0.78f, 0.78f, 0.78f);
#endif
public static void DrawTitle(string title)
{
//-------------------------------------------
// Create a custom GUIStyle
GUIStyle titleStyle = new GUIStyle(EditorStyles.boldLabel);
titleStyle.fontSize = 18; // Adjust the font size as needed
titleStyle.fontStyle = FontStyle.Bold;
titleStyle.alignment = TextAnchor.MiddleCenter;
//-------------------------------------------
EditorGUILayout.LabelField(title, titleStyle);
EditorGUILayout.GetControlRect(false, 10);
}
public static void DrawUILine(Color color, int thickness = 2, int padding = 10)
{
Rect r = EditorGUILayout.GetControlRect(GUILayout.Height(padding + thickness));
r.height = thickness;
r.y += padding / 2;
r.x -= 2;
r.width += 6;
EditorGUI.DrawRect(r, color);
}
public static void DisplaySerializedProperties(SerializedObject obj, params string[] properties)
{
foreach (string property in properties)
{
SerializedProperty myDataProperty = obj.FindProperty(property);
if (myDataProperty == null)
{
Debug.LogError("Property '" + property + "' not found!");
continue;
}
EditorGUILayout.PropertyField(myDataProperty, true);
obj.ApplyModifiedProperties();
}
}
public static void DrawSerializedProperties(SerializedProperty property, ref Rect position, float padding, params string[] properties)
{
for (int i = 0; i < properties.Length; i++)
{
SerializedProperty newProperty = property.FindPropertyRelative(properties[i]);
if (newProperty == null)
Debug.LogError("Property '" + properties[i] + "' not found!");
float propertyHeight = EditorGUI.GetPropertyHeight(newProperty);
Rect fieldRect = new Rect(position.x, position.y, position.width, propertyHeight);
EditorGUI.PropertyField(fieldRect, newProperty);
position.y += propertyHeight + padding;
}
}
public static string AddSpacesToSentence(string text, bool preserveAcronyms = true)
{
if (string.IsNullOrWhiteSpace(text))
return string.Empty;
string newText = Regex.Replace(text, "([a-z])([A-Z])", "$1 $2");
if (preserveAcronyms)
{
newText = Regex.Replace(newText, "([A-Z])([A-Z][a-z])", "$1 $2");
}
return newText;
}
public static void DrawPropertiesHorizontally(SerializedProperty property, ref Rect position, string label, float padding, float minWidth, float[] weight, params string[] properties)
{
if (position.width < 5) return;
Rect[] rects = new Rect[properties.Length];
float[] minWidths = new float[properties.Length];
for (int i = 0; i < minWidths.Length; i++) minWidths[i] = minWidth;
Rect rect = new Rect(position.x, position.y, position.width, EditorGUIUtility.singleLineHeight);
SplitRectsHorizontally(rect, padding, minWidths, weight, ref rects);
for (int i = 0; i < properties.Length; i++)
{
if (i == 0) EditorGUI.PropertyField(rects[0], property.FindPropertyRelative(properties[0]), new GUIContent(label));
else EditorGUI.PropertyField(rects[i], property.FindPropertyRelative(properties[i]), GUIContent.none);
}
position.y += EditorGUIUtility.singleLineHeight + padding;
}
public static void DrawDropdown(SerializedProperty property, ref Rect position, float padding, string label, string propertypath)
{
float dropdownHeight = EditorGUI.GetPropertyHeight(property.FindPropertyRelative(propertypath));
Rect dropdownRect = new Rect(position.x, position.y, position.width, dropdownHeight);
EditorGUI.PropertyField(dropdownRect, property.FindPropertyRelative(propertypath), new GUIContent(label));
position.y += dropdownHeight + padding;
}
public static bool ThinView(float viewWidth = 330f)
{
if (EditorGUIUtility.currentViewWidth > viewWidth)
return false;
else
return true;
}
//------------------
//Credit for this section goes to Wessel van der Es
public static void SplitRectsHorizontally(this Rect rect, float space, float[] minWidths, float[] weights, ref Rect[] rects)
{
int count = weights.Length;
float budget = rect.width - (count - 1) * space - minWidths.Sum();
float totalWeight = weights.Sum();
float offset = 0.0f;
float error = 0.0f;
for (int i = 0; i < count; i++)
{
rects[i] = rect;
rects[i].x += offset;
rects[i].width = minWidths[i] + weights[i] / totalWeight * budget + error;
float rounded = Mathf.Round(rects[i].width);
error = rects[i].width - rounded;
rects[i].width = rounded;
offset += rects[i].width + space;
}
}
public static float Sum(this IEnumerable<float> numbers)
{
float sum = 0.0f;
foreach (float number in numbers)
sum += number;
return sum;
}
//------------------
}
}
#endif
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@@ -0,0 +1,82 @@
#if UNITY_EDITOR
using UnityEditor;
using UnityEngine;
namespace SmoothShakeFree
{
[CustomEditor(typeof(ShakeBase), true)]
internal class ShakeBaseEditor : Editor
{
public override void OnInspectorGUI()
{
serializedObject.Update();
ShakeBase shakeBase = (ShakeBase)target;
EditorUtility.DrawTitle("Smooth Shake Free");
EditorUtility.DrawUILine(EditorUtility.SmoothShakeFreeColor, 1, 10);
if(shakeBase is SmoothShake ssf)
{
DrawPresetInspector(ssf.preset, ssf);
}
EditorUtility.DrawUILine(Color.gray, 1, 10);
//Draw test buttons
DrawTestButtons(shakeBase);
serializedObject.ApplyModifiedProperties();
}
private void DrawPresetInspector(SmoothShakeFreePreset preset, ShakeBase shakeBase)
{
//Draw preset property
EditorGUILayout.PropertyField(serializedObject.FindProperty("preset"), true);
if (preset)
{
if (!Application.isPlaying) shakeBase.ApplyPresetSettings(preset);
//Helpbox
EditorGUILayout.HelpBox("This shake being overriden by " + preset.name, MessageType.Info);
EditorGUILayout.BeginHorizontal();
{
if (GUILayout.Button("Go To Preset"))
{
Selection.activeObject = preset;
}
}
EditorGUILayout.EndHorizontal();
}
else
{
DrawPropertiesExcluding(serializedObject, "m_Script", "preset");
}
}
void DrawTestButtons(ShakeBase shakeBase)
{
//Test start and stop buttons in horizontal
EditorGUILayout.BeginHorizontal();
{
//Disable buttons in edit mode
GUI.enabled = Application.isPlaying;
if (GUILayout.Button("Test Shake"))
shakeBase.StartShake();
if (GUILayout.Button("Stop Test Shake"))
shakeBase.StopShake();
if (GUILayout.Button("Force Stop Test Shake"))
shakeBase.ForceStop();
}
EditorGUILayout.EndHorizontal();
if (!GUI.enabled)
EditorGUILayout.HelpBox("You can only test shakes play mode", MessageType.Info);
}
}
}
#endif
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#if UNITY_EDITOR
using UnityEditor;
namespace SmoothShakeFree
{
[CustomEditor(typeof(SmoothShakeFreePreset), true)]
internal class ShakeBasePresetEditor : Editor
{
public override void OnInspectorGUI()
{
EditorUtility.DrawTitle("Smooth Shake Free");
EditorUtility.DrawUILine(EditorUtility.SmoothShakeFreeColor, 1, 10);
serializedObject.Update();
DrawPropertiesExcluding(serializedObject, "m_Script");
serializedObject.ApplyModifiedProperties();
}
}
}
#endif
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#if UNITY_EDITOR
using UnityEditor;
using UnityEngine;
using System.Collections.Generic;
using static SmoothShakeFree.Shaker;
namespace SmoothShakeFree
{
[CustomPropertyDrawer(typeof(Shaker))]
internal class ShakerDrawer : PropertyDrawer
{
private readonly float padding = 2f;
//Init foldoutStates
#if UNITY_2020
private static Dictionary<string, bool> foldoutStates = new Dictionary<string, bool>();
#else
private static Dictionary<string, bool> foldoutStates = new();
#endif
//-----------------------------------------------------------------------------------------
//Noise type implementation
//Noise type variable setup
private readonly string[] waveVariables = new string[] { "amplitude", "frequency" };
private readonly string[] baseVariables = new string[] { "amplitude" };
public void DrawNoiseTypeSettings(Rect position, SerializedProperty property, NoiseType noiseType)
{
switch (noiseType)
{
case NoiseType.SineWave:
EditorUtility.DrawSerializedProperties(property, ref position, padding, waveVariables);
break;
case NoiseType.WhiteNoise:
EditorUtility.DrawSerializedProperties(property, ref position, padding, baseVariables);
break;
}
}
public float GetPropertyAmount(NoiseType noiseType) => noiseType switch
{
NoiseType.SineWave => waveVariables.Length,
NoiseType.WhiteNoise => baseVariables.Length,
_ => throw new System.Exception("Unknown noise type")
};
//-----------------------------------------------------------------------------------------
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
//Get noise type info
SerializedProperty noiseTypeProperty = property.FindPropertyRelative("noiseType");
NoiseType noiseType = (NoiseType)noiseTypeProperty.enumValueIndex;
// Draw foldout
InitFoldout(property, out string key);
DrawFoldout(ref position, noiseType, key);
if (!foldoutStates[key]) return;
//Draw the noiseType property
EditorUtility.DrawDropdown(property, ref position, padding, "Noise Type", "noiseType");
// Draw fields based on the selected noiseType
DrawNoiseTypeSettings(new Rect(position.x, position.y, position.width, EditorGUIUtility.singleLineHeight), property, noiseType);
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
InitFoldout(property, out string key);
if (!foldoutStates[key]) return EditorGUIUtility.singleLineHeight + padding;
//Add height for foldout
float foldoutHeight = EditorGUIUtility.singleLineHeight + padding;
//Add height for noiseType property
NoiseType noiseType = (NoiseType)property.FindPropertyRelative("noiseType").enumValueIndex;
float propertiesHeight = GetPropertyAmount(noiseType) * (EditorGUIUtility.singleLineHeight + padding) + padding;
if (EditorUtility.ThinView()) propertiesHeight += GetPropertyAmount(noiseType) * (EditorGUIUtility.singleLineHeight + padding);
return foldoutHeight + propertiesHeight + (EditorGUIUtility.singleLineHeight + padding) + padding;
}
private void InitFoldout(SerializedProperty property, out string key)
{
key = GetFoldoutKey(property);
// Initialize foldout state if not present
if (!foldoutStates.ContainsKey(key))
{
foldoutStates[key] = false;
}
}
private void DrawFoldout(ref Rect position, NoiseType noiseType, string key)
{
foldoutStates[key] = EditorGUI.Foldout(new Rect(position.x, position.y, position.width, EditorGUIUtility.singleLineHeight + padding), foldoutStates[key], "Shake Settings", true);
position.y += EditorGUIUtility.singleLineHeight + padding;
}
private string GetFoldoutKey(SerializedProperty property)
{
return property.serializedObject.targetObject.GetInstanceID() + "-" + property.propertyPath;
}
}
}
#endif
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#if UNITY_EDITOR
using UnityEditor;
using UnityEngine;
namespace SmoothShakeFree
{
[CustomPropertyDrawer(typeof(TimeSettings))]
internal class TimeSettingsDrawer : PropertyDrawer
{
public float padding = 2f;
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
//Draw enableOnStart and constantShake
EditorUtility.DrawSerializedProperties(property, ref position, padding, "enableOnStart", "constantShake");
// Draw fadeInDuration and fadeInCurve
EditorUtility.DrawPropertiesHorizontally(property, ref position, "Fade In", padding, 25f, new float[] { 1.5f, 1 }, "fadeInDuration", "fadeInCurve");
// Draw holdDuration
EditorUtility.DrawSerializedProperties(property, ref position, padding, "holdDuration");
// Draw fadeOutDuration and fadeOutCurve
EditorUtility.DrawPropertiesHorizontally(property, ref position, "Fade Out", padding, 25f, new float[] { 1.5f, 1 }, "fadeOutDuration", "fadeOutCurve");
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return (EditorGUIUtility.singleLineHeight + padding) * 5;
}
}
}
#endif
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#if UNITY_EDITOR
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace SmoothShakeFree
{
internal class WindowLinks : Editor
{
[MenuItem("Window/SmoothShakeFree/Upgrade to Pro version")]
public static void ProLink()
{
Application.OpenURL("https://assetstore.unity.com/packages/tools/animation/smooth-shake-pro-271080");
}
[MenuItem("Window/SmoothShakeFree/Showcase and Tutorial")]
public static void TutorialLink()
{
Application.OpenURL("https://youtu.be/SFpfRgB9yh0?si=8H1EVeIFZ1tNjTdt");
}
//Leave a review
[MenuItem("Window/SmoothShakeFree/Leave a review")]
public static void ReviewLink()
{
Application.OpenURL("https://assetstore.unity.com/packages/tools/animation/smooth-shake-free-271263#reviews");
}
}
}
#endif
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace SmoothShakeFree
{
public abstract class ShakeBase : MonoBehaviour
{
[Header("Time Settings")]
[Tooltip("Settings for the shake timing")]
public TimeSettings timeSettings;
private bool willStop = false;
[HideInInspector] internal Shaker[] shakers;
#if UNITY_2020
[HideInInspector] internal readonly List<Coroutine> activeShakeRoutines = new List<Coroutine>();
#else
[HideInInspector] internal readonly List<Coroutine> activeShakeRoutines = new();
#endif
[HideInInspector] internal Coroutine clearAfterFinished;
[HideInInspector] internal Vector3[] sum;
internal void Awake()
{
shakers = GetShakers();
sum = new Vector3[shakers.Length];
if (timeSettings.enableOnStart) StartShake();
}
internal void Start()
{
if (timeSettings.enableOnStart) StartShake();
}
public virtual void StartShake()
{
willStop = false;
if (activeShakeRoutines.Count == 0)
{
clearAfterFinished = StartCoroutine(ClearAfterFinished());
SaveDefaultValues();
for (int i = 0; i < shakers.Length; i++)
{
activeShakeRoutines.Add(StartCoroutine(ShakeRoutine(shakers[i], timeSettings, i)));
}
}
else
{
ForceStop();
StartShake();
}
}
public void StartShake(SmoothShakeFreePreset preset)
{
ApplyPresetSettings(preset);
StartShake();
}
public void StopShake() => willStop = true;
public void ForceStop()
{
for (int i = 0; i < activeShakeRoutines.Count; i++)
{
if (activeShakeRoutines[i] != null)
{
StopCoroutine(activeShakeRoutines[i]);
activeShakeRoutines[i] = null;
}
}
if (clearAfterFinished != null)
{
StopCoroutine(clearAfterFinished);
clearAfterFinished = null;
}
for (int i = 0; i < sum.Length; i++)
{
sum[i] = Vector3.zero;
}
activeShakeRoutines.Clear();
ResetDefaultValues();
willStop = false;
}
protected IEnumerator ClearAfterFinished()
{
if (timeSettings.constantShake)
{
while (true)
{
if (willStop) break;
yield return null;
}
yield return new WaitForSeconds(timeSettings.fadeOutDuration);
ForceStop();
}
else
{
yield return new WaitForSeconds(timeSettings.GetShakeDuration());
ForceStop();
}
}
protected IEnumerator ShakeRoutine(Shaker shaker, TimeSettings timeSettings, int i)
{
bool isFadingOut = false;
if (timeSettings.fadeInDuration > 0) { yield return FadeRoutine(this.timeSettings.fadeInCurve, shaker, timeSettings, isFadingOut, i); }
if (timeSettings.holdDuration > 0 && !this.timeSettings.constantShake) { yield return HoldRoutine(timeSettings.holdDuration, shaker, timeSettings, i); }
if (this.timeSettings.constantShake) { yield return HoldRoutine(Mathf.Infinity, shaker, timeSettings, i); }
isFadingOut = true;
if (timeSettings.fadeOutDuration > 0) { yield return FadeRoutine(this.timeSettings.fadeOutCurve, shaker, timeSettings, isFadingOut, i); }
}
private IEnumerator FadeRoutine(AnimationCurve curve, Shaker shaker, TimeSettings timeSettings, bool isFadingOut, int i)
{
//Don't play the fade routine if the curve has no keys
if (curve.length <= 1) yield break;
if (isFadingOut && timeSettings.holdDuration == 0 && timeSettings.fadeInDuration == 0) timeSettings.fadeValue = 1;
Keyframe[] keys = curve.keys;
float tEnd = isFadingOut ? timeSettings.fadeOutDuration : timeSettings.fadeInDuration;
float t = 0;
while (t < tEnd)
{
if (!isFadingOut && willStop) yield break;
#if UNITY_2020
float remappedTime = Utility.Remap(t, 0, tEnd, keys[0].time, keys[keys.Length - 1].time);
#else
float remappedTime = Utility.Remap(t, 0, tEnd, keys[0].time, keys[^1].time);
#endif
//timeSettings.fadeValue = Utility.Remap(curve.Evaluate(remappedTime), keys[0].value, keys[^1].value, isFadingOut ? 1 : 0, isFadingOut ? 0 : 1);
timeSettings.fadeValue = curve.Evaluate(remappedTime);
Execute(shaker, timeSettings, i);
yield return null;
t += Time.deltaTime;
}
#if UNITY_2020
timeSettings.fadeValue = Utility.Remap(curve.Evaluate(keys[keys.Length - 1].time), keys[0].value, keys[keys.Length - 1].value, isFadingOut ? 1 : 0, isFadingOut ? 0 : 1);
#else
timeSettings.fadeValue = Utility.Remap(curve.Evaluate(keys[^1].time), keys[0].value, keys[^1].value, isFadingOut ? 1 : 0, isFadingOut ? 0 : 1);
#endif
Execute(shaker, timeSettings, i);
}
private IEnumerator HoldRoutine(float duration, Shaker shaker, TimeSettings timeSettings, int i)
{
if (timeSettings.fadeValue == 0) timeSettings.fadeValue = 1;
float t = 0;
// Check if the duration is infinite
if (float.IsInfinity(duration))
{
while (true) // Infinite loop
{
if (willStop) yield break;
Execute(shaker, timeSettings, i);
yield return null;
}
}
else
{
while (t < duration)
{
if (willStop) yield break;
Execute(shaker, timeSettings, i);
yield return null;
t += Time.deltaTime;
}
}
if (timeSettings.fadeOutDuration == 0)
{
timeSettings.fadeValue = 0;
Execute(shaker, timeSettings, i);
}
}
protected virtual void Execute(Shaker shaker, TimeSettings timeSettings, int i)
{
sum[i] = shaker.Evaluate(Time.time) * timeSettings.fadeValue;
}
protected virtual void ApplySum() => Apply(sum);
private void Update() { if (activeShakeRoutines.Count > 0) ApplySum(); }
internal abstract void Apply(Vector3[] value);
protected abstract Shaker[] GetShakers();
internal abstract void SaveDefaultValues();
internal abstract void ResetDefaultValues();
internal abstract void ApplyPresetSettings(SmoothShakeFreePreset preset);
}
}
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using System;
using UnityEngine;
namespace SmoothShakeFree
{
[Serializable]
public class Shaker
{
//Serializable Properties
[Tooltip("The type of shake to use")]
public NoiseType noiseType;
//Serializable properties
[Tooltip("The amplitude (strength) of this shaker")]
public Vector3 amplitude;
[Tooltip("The frequency (speed) of this shaker")]
public Vector3 frequency;
//Convert to Vector3
public Vector3 Evaluate(float t)
{
Vector3 modified;
modified.x = EvaluateBase(t, amplitude.x, frequency.x);
modified.y = EvaluateBase(t, amplitude.y, frequency.y);
modified.z = EvaluateBase(t, amplitude.z, frequency.z);
return modified;
}
//Evaluate based on noise type
protected float EvaluateBase(
float t,
float amplitude,
float frequency
) => noiseType switch
{
NoiseType.SineWave => amplitude * EvaluateSinewave(frequency * t),
NoiseType.WhiteNoise => amplitude * EvaluateWhiteNoise(),
_ => throw new Exception("Unknown noise type")
};
//Enum to store noise type
public enum NoiseType
{
SineWave,
WhiteNoise,
}
//SineWave
private float EvaluateSinewave(float t) => Mathf.Sin(2 * Mathf.PI * t);
//Whitenoise
private float EvaluateWhiteNoise() => UnityEngine.Random.Range(-1f, 1f);
}
}
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using UnityEngine;
namespace SmoothShakeFree
{
[CreateAssetMenu(fileName = "SmoothShakePreset", menuName = "Smooth Shake Free/Smooth Shake Preset", order = 1)]
public class SmoothShakeFreePreset : ScriptableObject
{
[Header("Time Settings")]
[Tooltip("Settings for the shake timing")]
public TimeSettings timeSettings;
#if UNITY_2020
[Header("Position Shake Settings")]
[Tooltip("Settings for Position Shake")]
public Shaker positionShake = new Shaker();
[Header("Rotation Shake Settings")]
[Tooltip("Settings for Rotation Shake")]
public Shaker rotationShake = new Shaker();
#else
[Header("Position Shake Settings")]
[Tooltip("Settings for Position Shake")]
public Shaker positionShake = new();
[Header("Rotation Shake Settings")]
[Tooltip("Settings for Rotation Shake")]
public Shaker rotationShake = new();
#endif
}
}
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using UnityEngine;
namespace SmoothShakeFree
{
[System.Serializable]
public struct TimeSettings
{
[HideInInspector] public float fadeValue;
[Tooltip("Play this shake on start")]
public bool enableOnStart;
[Tooltip("Use an infinite holdduration (until stopped)")]
public bool constantShake;
[Tooltip("How long the shake fade in should last")]
public float fadeInDuration;
[Tooltip("The curve to use for the shake fade in")]
public AnimationCurve fadeInCurve;
[Tooltip("How long the shake should hold at full strength")]
public float holdDuration;
[Tooltip("How long the shake fade out should last")]
public float fadeOutDuration;
[Tooltip("The curve to use for the shake fade out")]
public AnimationCurve fadeOutCurve;
public readonly float GetShakeDuration() => fadeInDuration + holdDuration + fadeOutDuration;
}
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namespace SmoothShakeFree
{
public static class Utility
{
public static float Remap(float valueInput, float oldRangeMin, float oldRangeMax, float newRangeMin, float newRangeMax)
{
return newRangeMin + (valueInput - oldRangeMin) * (newRangeMax - newRangeMin) / (oldRangeMax - oldRangeMin);
}
}
}
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using UnityEngine;
namespace SmoothShakeFree
{
[AddComponentMenu("Smooth Shake Free/Smooth Shake Free")]
public class SmoothShake : ShakeBase
{
[Tooltip("Preset to use for this Smooth Shake")]
public SmoothShakeFreePreset preset;
[Header("Position Shake Settings")]
[Tooltip("Settings for Position Shake")]
public Shaker positionShake;
[Header("Rotation Shake Settings")]
[Tooltip("Settings for Rotation Shake")]
public Shaker rotationShake;
[HideInInspector] internal Vector3 startPosition;
[HideInInspector] internal Vector3 startRotation;
internal sealed override void Apply(Vector3[] value)
{
transform.localPosition = startPosition + value[0];
transform.localEulerAngles = startRotation + value[1];
}
protected override Shaker[] GetShakers() { return new Shaker[] { positionShake, rotationShake }; }
internal override void ResetDefaultValues()
{
transform.localPosition = startPosition;
transform.localEulerAngles = startRotation;
}
internal sealed override void SaveDefaultValues()
{
startPosition = transform.localPosition;
startRotation = transform.localEulerAngles;
}
internal sealed override void ApplyPresetSettings(SmoothShakeFreePreset preset)
{
positionShake.noiseType = preset.positionShake.noiseType;
positionShake.amplitude = preset.positionShake.amplitude;
positionShake.frequency = preset.positionShake.frequency;
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timeSettings.fadeInCurve = preset.timeSettings.fadeInCurve;
timeSettings.fadeOutCurve = preset.timeSettings.fadeOutCurve;
timeSettings.holdDuration = preset.timeSettings.holdDuration;
}
}
}
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