game(scripts): standardise PostProcessingManager

This commit is contained in:
Mark Joshwel 2025-02-15 00:36:15 +08:00
parent f226e778f4
commit 9c945c535d

View file

@ -1,11 +1,10 @@
/*
Author: Reza
Date: 7/2/25
Description: Has all the post processing camera effects that replicate real symptoms like dizziness, fainting, panic, etc
*/
* Author: Reza
* Date: 7/2/25
* Description: Post-processing camera effects emulating various conditions
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
@ -17,13 +16,6 @@ public class PostProcessingManager : MonoBehaviour
// Defines the Global Volume
public Volume volume;
// All the effect overrides
private Vignette vignette;
private ChromaticAberration chromaticAberration;
private MotionBlur motionBlur;
private LensDistortion lensDistortion;
private ColorAdjustments colorAdjustments;
[Header("Effect Intensities")]
// Editable override values in inspector
[SerializeField]
@ -37,56 +29,56 @@ public class PostProcessingManager : MonoBehaviour
[SerializeField] public AnimationCurve colorAdjustmentsIntensity;
// Checks if effect is active or not
private bool isEffectActive = false;
// Defines Audio References
[Header("Audio References")]
public AudioSource audioSource;
[Header("Audio References")] public AudioSource audioSource;
public AudioClip heartbeatSound;
public AudioClip whisperSound;
public AudioClip distortedWhisperSound;
private ChromaticAberration _chromaticAberration;
private ColorAdjustments _colorAdjustments;
// Holds the current effect name to manage stopping and starting dynamically
private string currentEffectName = "";
private string _currentEffectName = "";
void Awake()
// Checks if effect is active or not
private bool _isEffectActive;
private LensDistortion _lensDistortion;
private MotionBlur _motionBlur;
// All the effect overrides
private Vignette _vignette;
private void Awake()
{
if (Instance == null)
{
Instance = this;
}
else
{
Destroy(gameObject);
}
}
// Start is called before the first frame update
void Start()
private void Start()
{
// Get references for effects
volume.profile.TryGet(out vignette);
volume.profile.TryGet(out chromaticAberration);
volume.profile.TryGet(out motionBlur);
volume.profile.TryGet(out lensDistortion);
volume.profile.TryGet(out colorAdjustments);
volume.profile.TryGet(out _vignette);
volume.profile.TryGet(out _chromaticAberration);
volume.profile.TryGet(out _motionBlur);
volume.profile.TryGet(out _lensDistortion);
volume.profile.TryGet(out _colorAdjustments);
}
// Checks if an effect is currently active
public bool IsEffectActive()
{
return isEffectActive;
return _isEffectActive;
}
// Function to trigger effects dynamically based on the effect name passed
public void TriggerEffect(string effectName)
{
// If an effect is already active, stop the current one
if (isEffectActive)
{
StopEffect(currentEffectName);
}
if (_isEffectActive) StopEffect(_currentEffectName);
// Start the new effect
StartEffect(effectName);
@ -95,8 +87,8 @@ public class PostProcessingManager : MonoBehaviour
// Start a specific effect
public void StartEffect(string effectName)
{
isEffectActive = true;
currentEffectName = effectName;
_isEffectActive = true;
_currentEffectName = effectName;
StartCoroutine(ApplyEffect(effectName));
}
@ -104,96 +96,83 @@ public class PostProcessingManager : MonoBehaviour
// Stop the active effect
public void StopEffect()
{
if (isEffectActive)
{
StopEffect(currentEffectName);
}
if (_isEffectActive) StopEffect(_currentEffectName);
}
// Stop a specific effect
private void StopEffect(string effectName)
{
isEffectActive = false;
currentEffectName = "";
_isEffectActive = false;
_currentEffectName = "";
// Reset effects to default
if (vignette != null) vignette.intensity.Override(0f);
if (chromaticAberration != null) chromaticAberration.intensity.Override(0f);
if (motionBlur != null) motionBlur.intensity.Override(0f);
if (lensDistortion != null) lensDistortion.intensity.Override(0f);
if (colorAdjustments != null) colorAdjustments.postExposure.Override(0f);
if (_vignette) _vignette.intensity.Override(0f);
if (_chromaticAberration) _chromaticAberration.intensity.Override(0f);
if (_motionBlur) _motionBlur.intensity.Override(0f);
if (_lensDistortion) _lensDistortion.intensity.Override(0f);
if (_colorAdjustments) _colorAdjustments.postExposure.Override(0f);
// Stop the audio
if (audioSource != null)
{
audioSource.Stop();
}
if (audioSource) audioSource.Stop();
}
// Applies effects over time based on the effect name
private IEnumerator ApplyEffect(string effectName)
{
// Handle audio for the effect
if (effectName == "Panic")
switch (effectName)
{
audioSource.clip = heartbeatSound;
audioSource.loop = true;
audioSource.Play();
}
else if (effectName == "Headache")
{
audioSource.clip = whisperSound;
audioSource.loop = true;
audioSource.Play();
}
else if (effectName == "Dizziness")
{
audioSource.clip = distortedWhisperSound;
audioSource.loop = true;
audioSource.Play();
// Handle audio for the effect
case "Panic":
audioSource.clip = heartbeatSound;
audioSource.loop = true;
audioSource.Play();
break;
case "Headache":
audioSource.clip = whisperSound;
audioSource.loop = true;
audioSource.Play();
break;
case "Dizziness":
audioSource.clip = distortedWhisperSound;
audioSource.loop = true;
audioSource.Play();
break;
}
// Apply effects while the effect is active
while (isEffectActive)
while (_isEffectActive)
{
// Visual effects for headache
if (effectName == "Headache")
switch (effectName)
{
vignette.intensity.Override(vignetteIntensity.Evaluate(Time.time));
chromaticAberration.intensity.Override(chromaticAberrationIntensity.Evaluate(Time.time));
}
// Visual effects for dizziness
if (effectName == "Dizziness")
{
motionBlur.intensity.Override(motionBlurIntensity.Evaluate(Time.time));
lensDistortion.intensity.Override(lensDistortionIntensity.Evaluate(Time.time));
}
// Visual effects for panic
if (effectName == "Panic")
{
motionBlur.intensity.Override(motionBlurIntensity.Evaluate(Time.time));
lensDistortion.intensity.Override(lensDistortionIntensity.Evaluate(Time.time));
chromaticAberration.intensity.Override(chromaticAberrationIntensity.Evaluate(Time.time));
}
if (effectName == "Worst")
{
vignette.intensity.Override(vignetteIntensity.Evaluate(Time.time));
motionBlur.intensity.Override(motionBlurIntensity.Evaluate(Time.time));
lensDistortion.intensity.Override(lensDistortionIntensity.Evaluate(Time.time));
chromaticAberration.intensity.Override(chromaticAberrationIntensity.Evaluate(Time.time));
colorAdjustments.postExposure.Override(colorAdjustmentsIntensity.Evaluate(Time.time * 0.8f));
// Visual effects for headache
case "Headache":
_vignette.intensity.Override(vignetteIntensity.Evaluate(Time.time));
_chromaticAberration.intensity.Override(chromaticAberrationIntensity.Evaluate(Time.time));
break;
// Visual effects for dizziness
case "Dizziness":
_motionBlur.intensity.Override(motionBlurIntensity.Evaluate(Time.time));
_lensDistortion.intensity.Override(lensDistortionIntensity.Evaluate(Time.time));
break;
// Visual effects for panic
case "Panic":
_motionBlur.intensity.Override(motionBlurIntensity.Evaluate(Time.time));
_lensDistortion.intensity.Override(lensDistortionIntensity.Evaluate(Time.time));
_chromaticAberration.intensity.Override(chromaticAberrationIntensity.Evaluate(Time.time));
break;
case "Worst":
_vignette.intensity.Override(vignetteIntensity.Evaluate(Time.time));
_motionBlur.intensity.Override(motionBlurIntensity.Evaluate(Time.time));
_lensDistortion.intensity.Override(lensDistortionIntensity.Evaluate(Time.time));
_chromaticAberration.intensity.Override(chromaticAberrationIntensity.Evaluate(Time.time));
_colorAdjustments.postExposure.Override(colorAdjustmentsIntensity.Evaluate(Time.time * 0.8f));
break;
}
yield return 0;
}
// Stop audio after the effect ends
if (audioSource != null && audioSource.isPlaying)
{
audioSource.Stop();
}
if (audioSource && audioSource.isPlaying) audioSource.Stop();
}
}
}