183 lines
5.3 KiB
C#
183 lines
5.3 KiB
C#
/*
|
|
Author: Reza
|
|
Date: 7/2/25
|
|
Description: Has all the post processing camera effects that replicate real symptoms like dizziness, fainting, panic, etc
|
|
*/
|
|
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using UnityEngine.Rendering;
|
|
using UnityEngine.Rendering.Universal;
|
|
|
|
public class PostProcessingManager : MonoBehaviour
|
|
{
|
|
public static PostProcessingManager Instance;
|
|
|
|
// 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]
|
|
public AnimationCurve vignetteIntensity;
|
|
|
|
[SerializeField] public AnimationCurve chromaticAberrationIntensity;
|
|
|
|
[SerializeField] public AnimationCurve motionBlurIntensity;
|
|
|
|
[SerializeField] public AnimationCurve lensDistortionIntensity;
|
|
|
|
[SerializeField] public AnimationCurve colorAdjustmentsIntensity;
|
|
|
|
// Checks if effect is active or not
|
|
private bool isEffectActive = false;
|
|
|
|
// Defines Audio References
|
|
[Header("Audio References")] public AudioSource audioSource;
|
|
public AudioClip heartbeatSound;
|
|
public AudioClip whisperSound;
|
|
public AudioClip distortedWhisperSound;
|
|
|
|
|
|
void Awake()
|
|
{
|
|
if (Instance == null)
|
|
{
|
|
Instance = this;
|
|
}
|
|
else
|
|
{
|
|
Destroy(gameObject);
|
|
}
|
|
}
|
|
|
|
// Start is called before the first frame update
|
|
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);
|
|
}
|
|
|
|
// Update is called once per frame
|
|
void Update()
|
|
{
|
|
|
|
}
|
|
|
|
// Function to start effects if there is none currently, and stop current effects to start next ones
|
|
public void TriggerEffect(string effectName)
|
|
{
|
|
// If an effect is already active
|
|
if (isEffectActive)
|
|
{
|
|
// Stop the effect
|
|
StopEffect(effectName);
|
|
}
|
|
|
|
// If there's no active effects
|
|
else
|
|
{
|
|
// Start the effect
|
|
StartEffect(effectName);
|
|
}
|
|
}
|
|
|
|
// Function to start the effect
|
|
public void StartEffect(string effectName)
|
|
{
|
|
// The effect is active
|
|
isEffectActive = true;
|
|
|
|
// Calls coroutine to apply the effect
|
|
StartCoroutine(ApplyEffect(effectName));
|
|
}
|
|
|
|
// Function to stop the effect
|
|
public void StopEffect(string effectName)
|
|
{
|
|
// The effect is not active
|
|
isEffectActive = false;
|
|
|
|
// 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);
|
|
|
|
// Stop audio
|
|
if (audioSource != null)
|
|
{
|
|
audioSource.Stop();
|
|
}
|
|
}
|
|
|
|
// Applies effects over time based on the type
|
|
private IEnumerator ApplyEffect(string effectName)
|
|
{
|
|
// Handle the audio for the effect
|
|
if (effectName == "Panic")
|
|
{
|
|
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();
|
|
}
|
|
|
|
// Apply effects while the effect is active
|
|
while (isEffectActive)
|
|
{
|
|
// Visual effects for headache
|
|
if (effectName == "Headache")
|
|
{
|
|
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));
|
|
}
|
|
yield return null;
|
|
}
|
|
|
|
// Stop audio when the effect ends
|
|
if (audioSource != null && audioSource.isPlaying)
|
|
{
|
|
audioSource.Stop();
|
|
}
|
|
}
|
|
}
|