/// <summary> /// Triggers a depth of field event /// </summary> /// <param name="position"></param> /// <param name="attenuation"></param> protected override void CustomPlayFeedback(Vector3 position, float attenuation = 1.0f) { if (Active) { MMDepthOfFieldShakeEvent_URP.Trigger(ShakeFocusDistance, ShakeDuration, RemapFocusDistanceZero, RemapFocusDistanceOne, ShakeAperture, RemapApertureZero, RemapApertureOne, ShakeFocalLength, RemapFocalLengthZero, RemapFocalLengthOne, RelativeValues, attenuation, Channel, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake); } }
/// <summary> /// Triggers a depth of field event /// </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; MMDepthOfFieldShakeEvent_URP.Trigger(ShakeFocusDistance, FeedbackDuration, RemapFocusDistanceZero, RemapFocusDistanceOne, ShakeAperture, RemapApertureZero, RemapApertureOne, ShakeFocalLength, RemapFocalLengthZero, RemapFocalLengthOne, RelativeValues, intensityMultiplier, Channel, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake, NormalPlayDirection); } }
/// <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) { MMDepthOfFieldShakeEvent_URP.Trigger(ShakeFocusDistance, FeedbackDuration, RemapFocusDistanceZero, RemapFocusDistanceOne, ShakeAperture, RemapApertureZero, RemapApertureOne, ShakeFocalLength, RemapFocalLengthZero, RemapFocalLengthOne, RelativeValues, channel: Channel, stop: true); } }