From 5ed2045b305fb13175365ebc1d5646c8d5bf8f02 Mon Sep 17 00:00:00 2001 From: Jason Durand 01 Date: Sun, 3 Apr 2022 19:53:43 -0400 Subject: [PATCH] Added rumble on screen shake and suck --- Assets/Prefabs/Vampire.prefab | 3 +++ Assets/Scripts/BloodSucker.cs | 2 ++ Assets/Scripts/GameFlowManager.cs | 4 ++-- Assets/Scripts/PlayerMovement.cs | 1 + Assets/Scripts/ScreenShaker.cs | 28 +++++++++++++++++++++++----- 5 files changed, 31 insertions(+), 7 deletions(-) diff --git a/Assets/Prefabs/Vampire.prefab b/Assets/Prefabs/Vampire.prefab index 097df04..9311899 100644 --- a/Assets/Prefabs/Vampire.prefab +++ b/Assets/Prefabs/Vampire.prefab @@ -58,6 +58,7 @@ MonoBehaviour: gameFlowManager: {fileID: 0} stats: {fileID: 11400000, guid: 12a626b5a296d934ba078d222ad6ba98, type: 2} globalCamera: {fileID: 0} + screenShaker: {fileID: 0} jumpSource: {fileID: 7164870411903264125} jumpSounds: - {fileID: 8300000, guid: 2f93dc5371f10744ba49e29576e8a6a7, type: 3} @@ -104,6 +105,7 @@ MonoBehaviour: - {fileID: 8300000, guid: 4e2519f9a65bd484d95111774c762843, type: 3} playerStats: {fileID: 11400000, guid: 12a626b5a296d934ba078d222ad6ba98, type: 2} playerMovement: {fileID: 0} + screenShaker: {fileID: 0} --- !u!114 &1967503440015794769 MonoBehaviour: m_ObjectHideFlags: 0 @@ -145,6 +147,7 @@ MonoBehaviour: suckSource: {fileID: 3555231741827846396} suckSounds: - {fileID: 8300000, guid: c12a57d990960ce44bc7cf4d5f63d32b, type: 3} + screenShaker: {fileID: 0} soundManager: {fileID: 0} --- !u!114 &1214567908930553477 MonoBehaviour: diff --git a/Assets/Scripts/BloodSucker.cs b/Assets/Scripts/BloodSucker.cs index 7743ff2..7bdb843 100644 --- a/Assets/Scripts/BloodSucker.cs +++ b/Assets/Scripts/BloodSucker.cs @@ -121,10 +121,12 @@ public class BloodSucker : MonoBehaviour { bloodParticles.Play(); currentTarget.OnSuck(true); soundManager.PlaySound(suckingSource, suckingSounds, randomPitch: true, createTempSourceIfBusy: false); + screenShaker.StartHeldRumble(); } else { bloodParticles.Stop(true, ParticleSystemStopBehavior.StopEmitting); if(!(currentTarget is null))currentTarget.OnSuck(false); soundManager.StopSound(suckingSource); + screenShaker.StopHeldRumble(); } } diff --git a/Assets/Scripts/GameFlowManager.cs b/Assets/Scripts/GameFlowManager.cs index e9b999b..da14040 100644 --- a/Assets/Scripts/GameFlowManager.cs +++ b/Assets/Scripts/GameFlowManager.cs @@ -181,12 +181,12 @@ public class GameFlowManager : MonoBehaviour { gameFlowManager.SetPauseLevel(PauseLevel.PreventActions); } + public override void LeaveState() => gameFlowManager.startTxt.transform.parent.gameObject.SetActive(false); + public override BaseState? UpdateState(){ gameFlowManager.FadeStartTxt(); return null; } - - public override void LeaveState() => gameFlowManager.startTxt.transform.parent.gameObject.SetActive(false); } public class GameplayFlowState : GameFlowState { diff --git a/Assets/Scripts/PlayerMovement.cs b/Assets/Scripts/PlayerMovement.cs index b8d6d93..933b0c3 100644 --- a/Assets/Scripts/PlayerMovement.cs +++ b/Assets/Scripts/PlayerMovement.cs @@ -42,6 +42,7 @@ public class PlayerMovement : MonoBehaviour { currentState = new ImmobileMovementState(this); soundManager = FindObjectOfType(); screenShaker = FindObjectOfType(); + } void Start() { diff --git a/Assets/Scripts/ScreenShaker.cs b/Assets/Scripts/ScreenShaker.cs index 0febaf3..a84d72b 100644 --- a/Assets/Scripts/ScreenShaker.cs +++ b/Assets/Scripts/ScreenShaker.cs @@ -2,29 +2,47 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; using Cinemachine; +using UnityEngine.InputSystem; public class ScreenShaker : MonoBehaviour { - CinemachineVirtualCamera cam; CinemachineBasicMultiChannelPerlin noise; + Coroutine coroutine; + bool rumbleHeld; void Awake() { cam = GetComponent(); noise = cam.GetCinemachineComponent(); } - public void Shake(float magnitude = 1f, float duration = 0.2f) { - StartCoroutine(ShakeCoroutine(magnitude, duration)); + public void Shake(float magnitude = 1f, float rumbleLowFreq = 0.25f, float rumbleHighFreq = 0.75f, float duration = 0.2f) { + if (coroutine is {}) + StopCoroutine(coroutine); + + coroutine = StartCoroutine(ShakeCoroutine(magnitude, rumbleLowFreq, rumbleHighFreq, duration)); } - IEnumerator ShakeCoroutine(float magnitude, float duration) { + public void StartHeldRumble(float rumbleLowFreq = 0.25f, float rumbleHighFreq = 0.75f) { + rumbleHeld = true; + Gamepad.current.SetMotorSpeeds(rumbleLowFreq, rumbleHighFreq); + } + + public void StopHeldRumble() { + rumbleHeld = false; + Gamepad.current.ResetHaptics(); + } + + IEnumerator ShakeCoroutine(float magnitude, float rumbleLowFreq, float rumbleHighFreq, float duration) { noise.m_AmplitudeGain = magnitude; noise.m_FrequencyGain = 10f; + Gamepad.current.SetMotorSpeeds(rumbleLowFreq, rumbleHighFreq); - yield return new WaitForSeconds(duration); + yield return new WaitForSecondsRealtime(duration); noise.m_AmplitudeGain = 0f; noise.m_FrequencyGain = 1f; + if (!rumbleHeld) + Gamepad.current.ResetHaptics(); } }