/// <summary> /// Triggers a color adjustments shake /// </summary> /// <param name="position"></param> /// <param name="attenuation"></param> protected override void CustomPlayFeedback(Vector3 position, float attenuation = 1.0f) { if (Active) { MMColorAdjustmentsShakeEvent_URP.Trigger(ShakePostExposure, RemapPostExposureZero, RemapPostExposureOne, ShakeHueShift, RemapHueShiftZero, RemapHueShiftOne, ShakeSaturation, RemapSaturationZero, RemapSaturationOne, ShakeContrast, RemapContrastZero, RemapContrastOne, ShakeDuration, RelativeIntensity, attenuation, Channel, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake); } }
/// <summary> /// On stop we stop our transition /// </summary> /// <param name="position"></param> /// <param name="feedbacksIntensity"></param> protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1) { base.CustomStopFeedback(position, feedbacksIntensity); if (Active) { MMColorAdjustmentsShakeEvent_URP.Trigger(ShakePostExposure, RemapPostExposureZero, RemapPostExposureOne, ShakeHueShift, RemapHueShiftZero, RemapHueShiftOne, ShakeSaturation, RemapSaturationZero, RemapSaturationOne, ShakeContrast, RemapContrastZero, RemapContrastOne, ColorFilterMode, ColorFilterGradient, ColorFilterDestination, ColorFilterCurve, FeedbackDuration, RelativeIntensity, channel: Channel, stop: true); } }
/// <summary> /// Triggers a color adjustments shake /// </summary> /// <param name="position"></param> /// <param name="attenuation"></param> protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f) { if (Active) { float intensityMultiplier = Timing.ConstantIntensity ? 1f : feedbacksIntensity; MMColorAdjustmentsShakeEvent_URP.Trigger(ShakePostExposure, RemapPostExposureZero, RemapPostExposureOne, ShakeHueShift, RemapHueShiftZero, RemapHueShiftOne, ShakeSaturation, RemapSaturationZero, RemapSaturationOne, ShakeContrast, RemapContrastZero, RemapContrastOne, ColorFilterMode, ColorFilterGradient, ColorFilterDestination, ColorFilterCurve, FeedbackDuration, RelativeIntensity, intensityMultiplier, Channel, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake, NormalPlayDirection, Timing.TimescaleMode); } }