58 lines
1.4 KiB
C#
58 lines
1.4 KiB
C#
using System;
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using Godot;
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namespace AceField.Scripts.Effects;
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public partial class CameraShake : Camera2D
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{
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[Export] public float Decay = 0.8f;
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[Export] public Vector2 MaxOffset = new(100, 75);
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[Export] public float MaxRoll = 0.0f;
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[Export] public FastNoiseLite Noise;
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private float _noiseY = 0.0f;
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private float _trauma = 0.0f;
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private int _traumaExponent = 3;
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public override void _Ready()
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{
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GD.Randomize();
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Noise.Seed = (int)GD.Randi();
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}
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public override void _Process(double delta)
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{
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if (_trauma > 0)
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{
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_trauma = Mathf.Max(_trauma - Decay * (float)delta, 0);
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Shake();
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}
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else if (Offset.X != 0 || Offset.Y != 0 || Rotation != 0)
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{
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Mathf.Lerp(Offset.X, 0.0f, 1);
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Mathf.Lerp(Offset.Y, 0.0f, 1);
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Mathf.Lerp(Rotation, 0.0f, 1);
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}
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}
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private void Shake()
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{
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var amount = Mathf.Pow(_trauma, _traumaExponent);
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_noiseY++;
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Rotation = MaxRoll * amount * Noise.GetNoise2D(0, _noiseY);
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Offset = new Vector2(
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MaxOffset.X * amount * Noise.GetNoise2D(2000, _noiseY),
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MaxOffset.Y * amount * Noise.GetNoise2D(3000, _noiseY)
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);
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}
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public void AddTrauma(float amount)
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{
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_trauma = Mathf.Min(_trauma + amount, 1.0f);
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}
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public void SetTrauma(float amount)
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{
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_trauma = Mathf.Min(amount, 1.0f);
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}
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} |