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using UnityEngine;
using UnityEngine.Rendering.PostProcessing;
public class ChomaticAberrationFeeler : GameFeeler
{
public float force = 10f;
public float damper = 0.95f;
public float damperSpring = 0.95f;
public float threshold;
private PostProcessVolume postProcessVolume;
private ChromaticAberration chromaticAberration;
private float intensity;
private float velocity;
private float targetIntensity;
public override void OnAwake()
{
postProcessVolume = GetComponent<PostProcessVolume>();
if (!postProcessVolume.profile.TryGetSettings<ChromaticAberration>(out chromaticAberration))
{
Debug.LogError("No ChromaticAberration in post!");
}
else
{
targetIntensity = chromaticAberration.intensity.value;
}
}
public override void OnGameFeel(Vector2 feelDirection)
{
feelDirection = Vector2.ClampMagnitude(feelDirection, 50f);
if (feelDirection.magnitude < threshold)
{
feelDirection = feelDirection.normalized * threshold * 0.3f;
}
velocity += feelDirection.sqrMagnitude * 0.2f * force;
}
private void Update()
{
velocity *= damper;
intensity *= damperSpring;
intensity += velocity * Mathf.Clamp(TimeHandler.deltaTime, 0f, 0.02f);
chromaticAberration.intensity.value = intensity + targetIntensity;
}
private void FixedUpdate()
{
intensity *= 0.9f;
}
public override void OnUIGameFeel(Vector2 feelDirection)
{
}
}
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