/// <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) { if (!Active || !FeedbackTypeAuthorized) { return; } base.CustomStopFeedback(position, feedbacksIntensity); MMDepthOfFieldShakeEvent.Trigger(ShakeFocusDistance, FeedbackDuration, RemapFocusDistanceZero, RemapFocusDistanceOne, ShakeAperture, RemapApertureZero, RemapApertureOne, ShakeFocalLength, RemapFocalLengthZero, RemapFocalLengthOne, RelativeValues, stop: true); }
/// <summary> /// Triggers a DoF shake /// </summary> /// <param name="position"></param> /// <param name="feedbacksIntensity"></param> protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f) { if (!Active || !FeedbackTypeAuthorized) { return; } float intensityMultiplier = Timing.ConstantIntensity ? 1f : feedbacksIntensity; MMDepthOfFieldShakeEvent.Trigger(ShakeFocusDistance, FeedbackDuration, RemapFocusDistanceZero, RemapFocusDistanceOne, ShakeAperture, RemapApertureZero, RemapApertureOne, ShakeFocalLength, RemapFocalLengthZero, RemapFocalLengthOne, RelativeValues, intensityMultiplier, Channel, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake, NormalPlayDirection, Timing.TimescaleMode); }
protected virtual void OnDisable() { MMDepthOfFieldShakeEvent.Unregister(OnDepthOfFieldShakeEvent); }
protected virtual void OnEnable() { MMDepthOfFieldShakeEvent.Register(OnDepthOfFieldShakeEvent); }
/// <summary> /// Stops listening for events /// </summary> public override void StopListening() { base.StopListening(); MMDepthOfFieldShakeEvent.Unregister(OnDepthOfFieldShakeEvent); }