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class KuruShake
{
const float RANDOM_RANGE_POINT = 1;
const float RANDOM_RANGE_DEVIATION = 0.50;
const float SHAKE_DURATION_PHASE1 = 0.01;
const float SHAKE_STRENGTH_MIN = 1;
const float SHAKE_STRENGTH_MAX = 5;
PlayerBase m_Player;
float m_Time;
float m_Time2;
float m_RelativeTime;
float m_RelativeTime2;
float m_ShakeStrength;
ref array<vector> m_Curve = new array<vector>;
void KuruShake(PlayerBase player, float amount)
{
vector pos1;
int seed = Math.Randomize(player.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSGeneric,0,10000));
Math.RandomFloat(-RANDOM_RANGE_POINT,RANDOM_RANGE_POINT);//throw away
m_ShakeStrength = Math.Lerp(SHAKE_STRENGTH_MIN, SHAKE_STRENGTH_MAX, amount);
pos1[0] = Math.RandomFloat(-RANDOM_RANGE_POINT,RANDOM_RANGE_POINT);
pos1[1] = Math.RandomFloat(-RANDOM_RANGE_POINT,RANDOM_RANGE_POINT);
pos1.Normalize();
pos1 = pos1 * m_ShakeStrength;
vector pos2;
pos2[0] = pos1[0] + Math.RandomFloat(-RANDOM_RANGE_DEVIATION,RANDOM_RANGE_DEVIATION) + pos1[0];
pos2[1] = pos1[1] + Math.RandomFloat(-RANDOM_RANGE_DEVIATION,RANDOM_RANGE_DEVIATION) + pos1[1];
m_Curve.Insert("0 0 0");
m_Curve.Insert(pos1);
m_Curve.Insert(pos2);
/*
Print("==========================");
for(int i = 0; i < m_Curve.Count(); i++)
{
Print(m_Curve[i]);
}
Print("==========================");
*/
}
void Update(float delta_time, out float pos_x, out float pos_y )
{
if(m_RelativeTime < 0.99)
{
m_Time += delta_time;
m_RelativeTime = Math.InverseLerp(0, SHAKE_DURATION_PHASE1, m_Time);
//m_RelativeTime = m_RelativeTime - 0.01;
m_RelativeTime = Easing.EaseInQuint(m_RelativeTime);
vector pos = Math3D.Curve(ECurveType.CatmullRom, m_RelativeTime, m_Curve);
pos_x = pos[0];
pos_y = pos[1];
}
else
{
m_Time2 += delta_time * 1;
m_RelativeTime2 = 1 - m_Time2;
m_RelativeTime2 = Easing.EaseInQuint(m_RelativeTime2);
vector pos2 = Math3D.Curve(ECurveType.CatmullRom, m_RelativeTime2, m_Curve);
pos_x = pos2[0];
pos_y = pos2[1];
}
if(m_Time2 >= 0.99)
{
delete this;
}
}
}