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							- using OfficeOpenXml.FormulaParsing.Excel.Functions.Math;
 
- using UnityEngine;
 
- public class StressReceiver : MonoBehaviour
 
- {
 
-   
 
-     public float trauma;
 
-     private float _trauma;
 
-     private float _currMaxTrauma;
 
-     private Vector3 _lastPosition;
 
-     private float _size;
 
-     private Vector3 _lastRotation;
 
-     [Tooltip("Exponent for calculating the shake factor. Useful for creating different effect fade outs")]
 
-     public float TraumaExponent = 1;
 
-     [Tooltip("Maximum angle that the gameobject can shake. In euler angles.")]
 
-     public Vector3 MaximumAngularShake = Vector3.one * 5;
 
-     [Tooltip("Maximum translation that the gameobject can receive when applying the shake effect.")]
 
-     public Vector3 MaximumTranslationShake = Vector3.one * .75f;
 
-     private System.Action callBack;
 
-     [ContextMenu("asdasda")]
 
-     public void Test()
 
-     {
 
-         InduceStress(trauma,1,null);
 
-     }
 
-     private void Update()
 
-     {
 
-         float shake = Mathf.Pow(_trauma, TraumaExponent);
 
-         shake /= _currMaxTrauma;
 
-         // float shake = _trauma;
 
-         /* Only apply this when there is active trauma */
 
-         if(shake > 0.01f)
 
-         {
 
-             var previousRotation = _lastRotation;
 
-             var previousPosition = _lastPosition;
 
-             /* In order to avoid affecting the transform current position and rotation each frame we substract the previous translation and rotation */
 
-             _lastPosition = new Vector3(
 
-                 MaximumTranslationShake.x * (Mathf.PerlinNoise(0, Time.time * 25) * 2 - 1),
 
-                 MaximumTranslationShake.y * (Mathf.PerlinNoise(1, Time.time * 25) * 2 - 1),
 
-                 MaximumTranslationShake.z * (Mathf.PerlinNoise(2, Time.time * 25) * 2 - 1)
 
-             ) * shake*_size;
 
-             _lastRotation = new Vector3(
 
-                 MaximumAngularShake.x * (Mathf.PerlinNoise(3, Time.time * 25) * 2 - 1),
 
-                 MaximumAngularShake.y * (Mathf.PerlinNoise(4, Time.time * 25) * 2 - 1),
 
-                 MaximumAngularShake.z * (Mathf.PerlinNoise(5, Time.time * 25) * 2 - 1)
 
-             ) * shake*_size;
 
-             transform.localPosition += _lastPosition - previousPosition;
 
-             transform.localRotation = Quaternion.Euler(transform.localRotation.eulerAngles + _lastRotation - previousRotation);
 
-             _trauma =_trauma - Time.deltaTime;
 
-         }
 
-         else
 
-         {
 
-             if (_lastPosition == Vector3.zero && _lastRotation == Vector3.zero)
 
-             {
 
-                 callBack?.Invoke();
 
-                 return;
 
-             }
 
-            
 
-             /* Clear the transform of any left over translation and rotations */
 
-             transform.localPosition -= _lastPosition;
 
-             transform.localRotation = Quaternion.Euler(transform.localRotation.eulerAngles - _lastRotation);
 
-             _lastPosition = Vector3.zero;
 
-             _lastRotation = Vector3.zero;
 
-             callBack?.Invoke();
 
-         }
 
-     }
 
-     /// <summary>
 
-     ///  Applies a stress value to the current object.
 
-     /// </summary>
 
-     /// <param name="Stress">[0,1] Amount of stress to apply to the object</param>
 
-     public void InduceStress(float time,float size,System.Action callBack)
 
-     {
 
-         this._size = size;
 
-         this.callBack = callBack;
 
-         _trauma = time;
 
-         _currMaxTrauma=time;
 
-     }
 
- }
 
 
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