ludumdare50/Assets/Scripts/ScreenShaker.cs
2022-04-03 19:53:43 -04:00

49 lines
1.5 KiB
C#

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 rumbleLowFreq = 0.25f, float rumbleHighFreq = 0.75f, float duration = 0.2f) {
if (coroutine is {})
StopCoroutine(coroutine);
coroutine = StartCoroutine(ShakeCoroutine(magnitude, rumbleLowFreq, rumbleHighFreq, 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 WaitForSecondsRealtime(duration);
noise.m_AmplitudeGain = 0f;
noise.m_FrequencyGain = 1f;
if (!rumbleHeld)
Gamepad.current.ResetHaptics();
}
}