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using System;
using UnityEngine;
namespace UnitySA.Utility;
[Serializable]
public class CurveCtrlBob
{
public float HorizontalBobRange = 0.33f;
public float VerticalBobRange = 0.33f;
public AnimationCurve Bobcurve = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(0.5f, 1f), new Keyframe(1f, 0f), new Keyframe(1.5f, -1f), new Keyframe(2f, 0f));
public float VerticaltoHorizontalRatio = 1f;
private float m_CyclePositionX;
private float m_CyclePositionY;
private float m_BobBaseInterval;
private Vector3 m_OriginalCameraPosition;
private float m_Time;
public void Setup(Camera camera, float bobBaseInterval)
{
m_BobBaseInterval = bobBaseInterval;
m_OriginalCameraPosition = camera.transform.localPosition;
m_Time = Bobcurve[Bobcurve.length - 1].time;
}
public Vector3 DoHeadBob(float speed)
{
float x = m_OriginalCameraPosition.x + Bobcurve.Evaluate(m_CyclePositionX) * HorizontalBobRange;
float y = m_OriginalCameraPosition.y + Bobcurve.Evaluate(m_CyclePositionY) * VerticalBobRange;
m_CyclePositionX += speed * Time.deltaTime / m_BobBaseInterval;
m_CyclePositionY += speed * Time.deltaTime / m_BobBaseInterval * VerticaltoHorizontalRatio;
if (m_CyclePositionX > m_Time)
{
m_CyclePositionX -= m_Time;
}
if (m_CyclePositionY > m_Time)
{
m_CyclePositionY -= m_Time;
}
return new Vector3(x, y, 0f);
}
}
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