OldBlueWater/BlueWater/Assets/02.Scripts/VisualFeedbackManager.cs
NTG_Lenovo 33bf76d018 #134 낚시 성공 이후 이펙트 및 로직 추가 중
+ ItemLootUi 클래스 및 프리팹 생성
+ VisualFeedbackManager에서 사용하던 PostProcessing 기능을 OceanCamera로 변경
+ OceanUi에 있던 ProcessBar 클래스 따로 생성
+ Cannon 공격 로직 변경
  ㄴ Boids의 FishSpot과 상호작용으로 변경
2024-01-18 16:21:07 +09:00

54 lines
1.7 KiB
C#

using System.Collections;
using Cinemachine;
using MoreMountains.Feedbacks;
using MoreMountains.FeedbacksForThirdParty;
using UnityEngine;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class VisualFeedbackManager : Singleton<VisualFeedbackManager>
{
#region HitStop
/// <summary>
/// 히트스톱
/// </summary>
/// <param name="duration">시간</param>
public void TriggerHitStop(float duration)
{
StartCoroutine(HitStopCoroutine(duration));
}
private IEnumerator HitStopCoroutine(float duration)
{
var originalTimeScale = 1;
Time.timeScale = 0.05f;
yield return new WaitForSecondsRealtime(duration);
Time.timeScale = originalTimeScale;
}
#endregion
#region CameraShake
public void CameraShake(CinemachineVirtualCamera virtualCamera, float power = 0.5f, float duration = 0.1f)
{
var mmfPlayer = virtualCamera.transform.gameObject.GetComponent<MMF_Player>();
var cinemachineImpulse = mmfPlayer.GetFeedbackOfType<MMF_CinemachineImpulse>();
var impulselistener = virtualCamera.transform.gameObject.GetComponent<CinemachineImpulseListener>();
cinemachineImpulse.Velocity = new Vector3(0.5f, 0.5f, 0.5f);
impulselistener.m_Gain = power;
cinemachineImpulse.m_ImpulseDefinition.m_TimeEnvelope.m_SustainTime = duration;
cinemachineImpulse.m_ImpulseDefinition.m_TimeEnvelope.m_DecayTime = 0.2f;
mmfPlayer.PlayFeedbacks();
}
#endregion
}
}