Added rumble on screen shake and suck

This commit is contained in:
Jason Durand 01 2022-04-03 19:53:43 -04:00
parent 8ef8b304c0
commit 5ed2045b30
5 changed files with 31 additions and 7 deletions

View File

@ -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:

View File

@ -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();
}
}

View File

@ -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 {

View File

@ -42,6 +42,7 @@ public class PlayerMovement : MonoBehaviour {
currentState = new ImmobileMovementState(this);
soundManager = FindObjectOfType<SoundManager>();
screenShaker = FindObjectOfType<ScreenShaker>();
}
void Start() {

View File

@ -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<CinemachineVirtualCamera>();
noise = cam.GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
}
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();
}
}