lucid-super-dream/Assets/Scripts/Rendering/TunnelController.cs

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using System;
using System.Collections;
using System.Collections.Generic;
using Ktyl.Util;
using UnityEngine;
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public class TunnelController : MonoBehaviour
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{
[SerializeField] private SerialFloat _intensity;
[SerializeField] private SerialFloat _duration;
[SerializeField] private AnimationCurve _anim;
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[SerializeField] private SerialFloat _playerXPos;
[SerializeField] private SerialFloat _playerXMove;
[SerializeField] private SerialFloat _baseTubeRadius;
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[SerializeField] private AccessibilityOptions _accessibility;
[SerializeField] private float _baseCameraShake;
[SerializeField] private SerialFloat _distanceToNextBeat;
[SerializeField] private Renderer _calm;
[SerializeField] private Renderer _vibe;
[SerializeField] private Renderer _party;
public Renderer Active { get; private set; }
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private float _start = -1;
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private static readonly int PlayerXMove = Shader.PropertyToID("_PlayerXMove");
private static readonly int PlayerXPos = Shader.PropertyToID("_PlayerXPos");
private static readonly int CameraShake = Shader.PropertyToID("_CameraShake");
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private void Awake()
{
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Shader.SetGlobalFloat(CameraShake, 0);
Shader.SetGlobalFloat("_BaseTubeRadius", _baseTubeRadius);
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Debug.Log(_accessibility.Mode);
switch (_accessibility.Mode)
{
case AccessibilityMode.Calm:
_calm.enabled = true;
Active = _calm;
_vibe.enabled = false;
_party.enabled = false;
break;
case AccessibilityMode.Vibe:
_vibe.enabled = true;
Active = _vibe;
_calm.enabled = false;
_party.enabled = false;
break;
case AccessibilityMode.Party:
_party.enabled = true;
Active = _party;
_calm.enabled = false;
_vibe.enabled = false;
break;
default:
throw new ArgumentOutOfRangeException();
}
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}
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public void Reset()
{
Awake();
}
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void LateUpdate()
{
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var cameraShakeIntensity = _intensity * _accessibility.Intensity.Value;
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Shader.SetGlobalFloat(PlayerXMove, _playerXMove);
Shader.SetGlobalFloat(PlayerXPos, _playerXPos);
Shader.SetGlobalFloat(CameraShake, _baseCameraShake * _distanceToNextBeat * cameraShakeIntensity);
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var elapsed = Time.time - _start;
if (elapsed > _duration) return;
var normalisedElapsed = elapsed / _duration;
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var shake = Mathf.Max(_anim.Evaluate(normalisedElapsed), _baseCameraShake) * _intensity;
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Shader.SetGlobalFloat(CameraShake, shake);
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}
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public void LoseLifeShake()
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{
_start = Time.time;
}
}