[
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    "content": "# This .gitignore file should be placed at the root of your Unity project directory\n#\n# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore\n#\n/[Ll]ibrary/\n/[Tt]emp/\n/[Oo]bj/\n/[Bb]uild/\n/[Bb]uilds/\n/[Ll]ogs/\n/[Uu]ser[Ss]ettings/\n\n# MemoryCaptures can get excessive in size.\n# They also could contain extremely sensitive data\n/[Mm]emoryCaptures/\n\n# Asset meta data should only be ignored when the corresponding asset is also ignored\n!/[Aa]ssets/**/*.meta\n\n# Uncomment this line if you wish to ignore the asset store tools plugin\n# /[Aa]ssets/AssetStoreTools*\n\n# Autogenerated Jetbrains Rider plugin\n/[Aa]ssets/Plugins/Editor/JetBrains*\n\n# Visual Studio cache directory\n.vs/\n\n# Gradle cache directory\n.gradle/\n\n# Autogenerated VS/MD/Consulo solution and project files\nExportedObj/\n.consulo/\n*.csproj\n*.unityproj\n*.sln\n*.suo\n*.tmp\n*.user\n*.userprefs\n*.pidb\n*.booproj\n*.svd\n*.pdb\n*.mdb\n*.opendb\n*.VC.db\n\n# Unity3D generated meta files\n*.pidb.meta\n*.pdb.meta\n*.mdb.meta\n\n# Unity3D generated file on crash reports\nsysinfo.txt\n\n# Builds\n*.apk\n*.unitypackage\n\n# Crashlytics generated file\ncrashlytics-build.properties\n\n# Packed Addressables\n/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*\n\n# Temporary auto-generated Android Assets\n/[Aa]ssets/[Ss]treamingAssets/aa.meta\n/[Aa]ssets/[Ss]treamingAssets/aa/*"
  },
  {
    "path": "Assets/GG Camera Shake/Runtime/Attenuator.cs",
    "content": "﻿using UnityEngine;\n\nnamespace CameraShake\n{\n    /// <summary>\n    /// Contains methods for changing strength and direction of shakes depending on their position.\n    /// </summary>\n    public static class Attenuator\n    {\n        /// <summary>\n        /// Returns multiplier for the strength of a shake, based on source and camera positions.\n        /// </summary>\n        public static float Strength(StrengthAttenuationParams pars, Vector3 sourcePosition, Vector3 cameraPosition)\n        {\n            Vector3 vec = cameraPosition - sourcePosition;\n            float distance = Vector3.Scale(pars.axesMultiplier, vec).magnitude;\n            float strength = Mathf.Clamp01(1 - (distance - pars.clippingDistance) / pars.falloffScale);\n\n            return Power.Evaluate(strength, pars.falloffDegree);\n        }\n\n        /// <summary>\n        /// Returns displacement, opposite to the direction to the source in camera's local space.\n        /// </summary>\n        public static Displacement Direction(Vector3 sourcePosition, Vector3 cameraPosition, Quaternion cameraRotation)\n        {\n            Displacement direction = Displacement.Zero;\n            direction.position = (cameraPosition - sourcePosition).normalized;\n            direction.position = Quaternion.Inverse(cameraRotation) * direction.position;\n\n            direction.eulerAngles.x = direction.position.z;\n            direction.eulerAngles.y = direction.position.x;\n            direction.eulerAngles.z = -direction.position.x;\n\n            return direction;\n        }\n\n        [System.Serializable]\n        public class StrengthAttenuationParams\n        {\n            /// <summary>\n            /// Radius in which shake doesn't lose strength.\n            /// </summary>\n            [Tooltip(\"Radius in which shake doesn't lose strength.\")]\n            public float clippingDistance = 10;\n\n            /// <summary>\n            /// Defines how fast strength falls with distance.\n            /// </summary>\n            [Tooltip(\"How fast strength falls with distance.\")]\n            public float falloffScale = 50;\n\n            /// <summary>\n            /// Power of the falloff function.\n            /// </summary>\n            [Tooltip(\"Power of the falloff function.\")]\n            public Degree falloffDegree = Degree.Quadratic;\n\n            /// <summary>\n            /// Contribution of each axis to distance. E. g. (1, 1, 0) for a 2D game in XY plane.\n            /// </summary>\n            [Tooltip(\"Contribution of each axis to distance. E. g. (1, 1, 0) for a 2D game in XY plane.\")]\n            public Vector3 axesMultiplier = Vector3.one;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/GG Camera Shake/Runtime/Attenuator.cs.meta",
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  {
    "path": "Assets/GG Camera Shake/Runtime/BounceShake.cs",
    "content": "﻿using UnityEngine;\n\nnamespace CameraShake\n{\n    public class BounceShake : ICameraShake\n    {\n        readonly Params pars;\n        readonly AnimationCurve moveCurve = AnimationCurve.EaseInOut(0, 0, 1, 1);\n        readonly Vector3? sourcePosition = null;\n\n        float attenuation = 1;\n        Displacement direction;\n        Displacement previousWaypoint;\n        Displacement currentWaypoint;\n        int bounceIndex;\n        float t;\n\n        /// <summary>\n        /// Creates an instance of BounceShake.\n        /// </summary>\n        /// <param name=\"parameters\">Parameters of the shake.</param>\n        /// <param name=\"sourcePosition\">World position of the source of the shake.</param>\n        public BounceShake(Params parameters, Vector3? sourcePosition = null)\n        {\n            this.sourcePosition = sourcePosition;\n            pars = parameters;\n            Displacement rnd = Displacement.InsideUnitSpheres();\n            direction = Displacement.Scale(rnd, pars.axesMultiplier).Normalized;\n        }\n\n        /// <summary>\n        /// Creates an instance of BounceShake.\n        /// </summary>\n        /// <param name=\"parameters\">Parameters of the shake.</param>\n        /// <param name=\"initialDirection\">Initial direction of the shake motion.</param>\n        /// <param name=\"sourcePosition\">World position of the source of the shake.</param>\n        public BounceShake(Params parameters, Displacement initialDirection, Vector3? sourcePosition = null)\n        {\n            this.sourcePosition = sourcePosition;\n            pars = parameters;\n            direction = Displacement.Scale(initialDirection, pars.axesMultiplier).Normalized;\n        }\n\n        public Displacement CurrentDisplacement { get; private set; }\n        public bool IsFinished { get; private set; }\n        public void Initialize(Vector3 cameraPosition, Quaternion cameraRotation)\n        {\n            attenuation = sourcePosition == null ?\n                1 : Attenuator.Strength(pars.attenuation, sourcePosition.Value, cameraPosition);\n            currentWaypoint = attenuation * direction.ScaledBy(pars.positionStrength, pars.rotationStrength);\n        }\n\n        public void Update(float deltaTime, Vector3 cameraPosition, Quaternion cameraRotation)\n        {\n            if (t < 1)\n            {\n\n                t += deltaTime * pars.freq;\n                if (pars.freq == 0) t = 1;\n\n                CurrentDisplacement = Displacement.Lerp(previousWaypoint, currentWaypoint,\n                    moveCurve.Evaluate(t));\n            }\n            else\n            {\n                t = 0;\n                CurrentDisplacement = currentWaypoint;\n                previousWaypoint = currentWaypoint;\n                bounceIndex++;\n                if (bounceIndex > pars.numBounces)\n                {\n                    IsFinished = true;\n                    return;\n                }\n\n                Displacement rnd = Displacement.InsideUnitSpheres();\n                direction = -direction\n                    + pars.randomness * Displacement.Scale(rnd, pars.axesMultiplier).Normalized;\n                direction = direction.Normalized;\n                float decayValue = 1 - (float)bounceIndex / pars.numBounces;\n                currentWaypoint = decayValue * decayValue * attenuation\n                    * direction.ScaledBy(pars.positionStrength, pars.rotationStrength);\n            }\n        }\n\n        [System.Serializable]\n        public class Params\n        {\n            /// <summary>\n            /// Strength of the shake for positional axes.\n            /// </summary>\n            [Tooltip(\"Strength of the shake for positional axes.\")]\n            public float positionStrength = 0.05f;\n\n            /// <summary>\n            /// Strength of the shake for rotational axes.\n            /// </summary>\n            [Tooltip(\"Strength of the shake for rotational axes.\")]\n            public float rotationStrength = 0.1f;\n\n            /// <summary>\n            /// Preferred direction of shaking.\n            /// </summary>\n            [Tooltip(\"Preferred direction of shaking.\")]\n            public Displacement axesMultiplier = new Displacement(Vector2.one, Vector3.forward);\n\n            /// <summary>\n            /// Frequency of shaking.\n            /// </summary>\n            [Tooltip(\"Frequency of shaking.\")]\n            public float freq = 25;\n\n            /// <summary>\n            /// Number of vibrations before stop.\n            /// </summary>\n            [Tooltip(\"Number of vibrations before stop.\")]\n            public int numBounces = 5;\n\n            /// <summary>\n            /// Randomness of motion.\n            /// </summary>\n            [Range(0, 1)]\n            [Tooltip(\"Randomness of motion.\")]\n            public float randomness = 0.5f;\n\n            /// <summary>\n            /// How strength falls with distance from the shake source.\n            /// </summary>\n            [Tooltip(\"How strength falls with distance from the shake source.\")]\n            public Attenuator.StrengthAttenuationParams attenuation;\n        }\n    }\n}\n"
  },
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    "path": "Assets/GG Camera Shake/Runtime/BounceShake.cs.meta",
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  {
    "path": "Assets/GG Camera Shake/Runtime/CameraShakePresets.cs",
    "content": "﻿using UnityEngine;\n\nnamespace CameraShake\n{\n    /// <summary>\n    /// Contains shorthands for creating common shake types.\n    /// </summary>\n    public class CameraShakePresets\n    {\n        readonly CameraShaker shaker;\n\n        public CameraShakePresets(CameraShaker shaker)\n        {\n            this.shaker = shaker;\n        }\n\n        /// <summary>\n        /// Suitable for short and snappy shakes in 2D. Moves camera in X and Y axes and rotates it in Z axis. \n        /// </summary>\n        /// <param name=\"positionStrength\">Strength of motion in X and Y axes.</param>\n        /// <param name=\"rotationStrength\">Strength of rotation in Z axis.</param>\n        /// <param name=\"freq\">Frequency of shaking.</param>\n        /// <param name=\"numBounces\">Number of vibrations before stop.</param>\n        public void ShortShake2D(\n            float positionStrength = 0.08f,\n            float rotationStrength = 0.1f,\n            float freq = 25,\n            int numBounces = 5)\n        {\n            BounceShake.Params pars = new BounceShake.Params\n            {\n                positionStrength = positionStrength,\n                rotationStrength = rotationStrength,\n                freq = freq,\n                numBounces = numBounces\n            };\n            shaker.RegisterShake(new BounceShake(pars));\n        }\n\n        /// <summary>\n        /// Suitable for longer and stronger shakes in 3D. Rotates camera in all three axes.\n        /// </summary>\n        /// <param name=\"strength\">Strength of the shake.</param>\n        /// <param name=\"freq\">Frequency of shaking.</param>\n        /// <param name=\"numBounces\">Number of vibrations before stop.</param>\n        public void ShortShake3D(\n            float strength = 0.3f,\n            float freq = 25,\n            int numBounces = 5)\n        {\n            BounceShake.Params pars = new BounceShake.Params\n            {\n                axesMultiplier = new Displacement(Vector3.zero, new Vector3(1, 1, 0.4f)),\n                rotationStrength = strength,\n                freq = freq,\n                numBounces = numBounces\n            };\n            shaker.RegisterShake(new BounceShake(pars));\n        }\n\n        /// <summary>\n        /// Suitable for longer and stronger shakes in 2D. Moves camera in X and Y axes and rotates it in Z axis.\n        /// </summary>\n        /// <param name=\"positionStrength\">Strength of motion in X and Y axes.</param>\n        /// <param name=\"rotationStrength\">Strength of rotation in Z axis.</param>\n        /// <param name=\"duration\">Duration of the shake.</param>\n        public void Explosion2D(\n            float positionStrength = 1f,\n            float rotationStrength = 3,\n            float duration = 0.5f)\n        {\n            PerlinShake.NoiseMode[] modes =\n            {\n                new PerlinShake.NoiseMode(8, 1),\n                new PerlinShake.NoiseMode(20, 0.3f)\n            };\n            Envelope.EnvelopeParams envelopePars = new Envelope.EnvelopeParams();\n            envelopePars.decay = duration <= 0 ? 1 : 1 / duration;\n            PerlinShake.Params pars = new PerlinShake.Params\n            {\n                strength = new Displacement(new Vector3(1, 1) * positionStrength, Vector3.forward * rotationStrength),\n                noiseModes = modes,\n                envelope = envelopePars,\n            };\n            shaker.RegisterShake(new PerlinShake(pars));\n        }\n\n        /// <summary>\n        /// Suitable for longer and stronger shakes in 3D. Rotates camera in all three axes. \n        /// </summary>\n        /// <param name=\"strength\">Strength of the shake.</param>\n        /// <param name=\"duration\">Duration of the shake.</param>\n        public void Explosion3D(\n            float strength = 8f,\n            float duration = 0.7f)\n        {\n            PerlinShake.NoiseMode[] modes =\n            {\n                new PerlinShake.NoiseMode(6, 1),\n                new PerlinShake.NoiseMode(20, 0.2f)\n            };\n            Envelope.EnvelopeParams envelopePars = new Envelope.EnvelopeParams();\n            envelopePars.decay = duration <= 0 ? 1 : 1 / duration;\n            PerlinShake.Params pars = new PerlinShake.Params\n            {\n                strength = new Displacement(Vector3.zero, new Vector3(1, 1, 0.5f) * strength),\n                noiseModes = modes,\n                envelope = envelopePars,\n            };\n            shaker.RegisterShake(new PerlinShake(pars));\n        }\n    }\n}\n"
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  {
    "path": "Assets/GG Camera Shake/Runtime/CameraShaker.cs",
    "content": "﻿using System.Collections.Generic;\nusing UnityEngine;\n\nnamespace CameraShake\n{\n    /// <summary>\n    /// Camera shaker component registeres new shakes, holds a list of active shakes, and applies them to the camera additively.\n    /// </summary>\n    public class CameraShaker : MonoBehaviour\n    {\n        public static CameraShaker Instance;\n        public static CameraShakePresets Presets;\n\n        readonly List<ICameraShake> activeShakes = new List<ICameraShake>();\n\n        [Tooltip(\"Transform which will be affected by the shakes.\\n\\nCameraShaker will set this transform's local position and rotation.\")]\n        [SerializeField]\n        Transform cameraTransform;\n        \n\n        [Tooltip(\"Scales the strength of all shakes.\")]\n        [Range(0, 1)]\n        [SerializeField]\n        public float StrengthMultiplier = 1;\n\n        public CameraShakePresets ShakePresets;\n\n\n        /// <summary>\n        /// Adds a shake to the list of active shakes.\n        /// </summary>\n        public static void Shake(ICameraShake shake)\n        {\n            if (IsInstanceNull()) return;\n            Instance.RegisterShake(shake);\n        }\n\n        /// <summary>\n        /// Adds a shake to the list of active shakes.\n        /// </summary>\n        public void RegisterShake(ICameraShake shake)\n        {\n            shake.Initialize(cameraTransform.position,\n                cameraTransform.rotation);\n            activeShakes.Add(shake);\n        }\n\n        /// <summary>\n        /// Sets the transform which will be affected by the shakes.\n        /// </summary>\n        public void SetCameraTransform(Transform cameraTransform)\n        {\n            cameraTransform.localPosition = Vector3.zero;\n            cameraTransform.localEulerAngles = Vector3.zero;\n            this.cameraTransform = cameraTransform;\n        }\n\n        private void Awake()\n        {\n            Instance = this;\n            ShakePresets = new CameraShakePresets(this);\n            Presets = ShakePresets;\n            if (cameraTransform == null)\n                cameraTransform = transform;\n        }\n\n        private void Update()\n        {\n            if (cameraTransform == null) return;\n\n            Displacement cameraDisplacement = Displacement.Zero;\n            for (int i = activeShakes.Count - 1; i >= 0; i--)\n            {\n                if (activeShakes[i].IsFinished)\n                {\n                    activeShakes.RemoveAt(i);\n                }\n                else\n                {\n                    activeShakes[i].Update(Time.deltaTime, cameraTransform.position, cameraTransform.rotation);\n                    cameraDisplacement += activeShakes[i].CurrentDisplacement;\n                }\n            }\n            cameraTransform.localPosition = StrengthMultiplier * cameraDisplacement.position;\n            cameraTransform.localRotation = Quaternion.Euler(StrengthMultiplier * cameraDisplacement.eulerAngles);\n        }\n\n        private static bool IsInstanceNull()\n        {\n            if (Instance == null)\n            {\n                Debug.LogError(\"CameraShaker Instance is missing!\");\n                return true;\n            }\n            return false;\n        }\n    }\n}\n"
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  },
  {
    "path": "Assets/GG Camera Shake/Runtime/Displacement.cs",
    "content": "﻿using UnityEngine;\n\nnamespace CameraShake\n{\n    /// <summary>\n    /// Representation of translation and rotation. \n    /// </summary>\n    [System.Serializable]\n    public struct Displacement\n    {\n        public Vector3 position;\n        public Vector3 eulerAngles;\n\n        public Displacement(Vector3 position, Vector3 eulerAngles)\n        {\n            this.position = position;\n            this.eulerAngles = eulerAngles;\n        }\n\n        public Displacement(Vector3 position)\n        {\n            this.position = position;\n            this.eulerAngles = Vector3.zero;\n        }\n\n        public static Displacement Zero\n        {\n            get\n            {\n                return new Displacement(Vector3.zero, Vector3.zero);\n            }\n        }\n\n        public static Displacement operator +(Displacement a, Displacement b)\n        {\n            return new Displacement(a.position + b.position,\n                b.eulerAngles + a.eulerAngles);\n        }\n\n        public static Displacement operator -(Displacement a, Displacement b)\n        {\n            return new Displacement(a.position - b.position,\n                b.eulerAngles - a.eulerAngles);\n        }\n\n        public static Displacement operator -(Displacement disp)\n        {\n            return new Displacement(-disp.position, -disp.eulerAngles);\n        }\n\n        public static Displacement operator *(Displacement coords, float number)\n        {\n            return new Displacement(coords.position * number,\n                coords.eulerAngles * number);\n        }\n\n        public static Displacement operator *(float number, Displacement coords)\n        {\n            return coords * number;\n        }\n\n        public static Displacement operator /(Displacement coords, float number)\n        {\n            return new Displacement(coords.position / number,\n                coords.eulerAngles / number);\n        }\n\n        public static Displacement Scale(Displacement a, Displacement b)\n        {\n            return new Displacement(Vector3.Scale(a.position, b.position),\n                Vector3.Scale(b.eulerAngles, a.eulerAngles));\n        }\n\n        public static Displacement Lerp(Displacement a, Displacement b, float t)\n        {\n            return new Displacement(Vector3.Lerp(a.position, b.position, t),\n                Vector3.Lerp(a.eulerAngles, b.eulerAngles, t));\n        }\n\n        public Displacement ScaledBy(float posScale, float rotScale)\n        {\n            return new Displacement(position * posScale, eulerAngles * rotScale);\n        }\n\n        public Displacement Normalized\n        {\n            get\n            {\n                return new Displacement(position.normalized, eulerAngles.normalized);\n            }\n        }\n\n        public static Displacement InsideUnitSpheres()\n        {\n            return new Displacement(Random.insideUnitSphere, Random.insideUnitSphere);\n        }\n    }\n}"
  },
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  {
    "path": "Assets/GG Camera Shake/Runtime/Envelope.cs",
    "content": "﻿using UnityEngine;\n\nnamespace CameraShake\n{\n    /// <summary>\n    /// Controls strength of the shake over time.\n    /// </summary>\n    public class Envelope : IAmplitudeController\n    {\n        readonly EnvelopeParams pars;\n        readonly EnvelopeControlMode controlMode;\n\n        float amplitude;\n        float targetAmplitude;\n        float sustainEndTime;\n        bool finishWhenAmplitudeZero;\n        bool finishImmediately;\n        EnvelopeState state;\n\n        /// <summary>\n        /// Creates an Envelope instance.\n        /// </summary>\n        /// <param name=\"pars\">Envelope parameters.</param>\n        /// <param name=\"controlMode\">Pass Auto for a single shake, or Manual for controlling strength manually.</param>\n        public Envelope(EnvelopeParams pars, float initialTargetAmplitude, EnvelopeControlMode controlMode)\n        {\n            this.pars = pars;\n            this.controlMode = controlMode;\n            SetTarget(initialTargetAmplitude);\n        }\n\n        /// <summary>\n        /// The value by which you want to multiply shake displacement.\n        /// </summary>\n        public float Intensity { get; private set; }\n\n        public bool IsFinished\n        {\n            get\n            {\n                if (finishImmediately) return true;\n                return (finishWhenAmplitudeZero || controlMode == EnvelopeControlMode.Auto)\n                    && amplitude <= 0 && targetAmplitude <= 0;\n            }\n        }\n\n        public void Finish()\n        {\n            finishWhenAmplitudeZero = true;\n            SetTarget(0);\n        }\n\n        public void FinishImmediately()\n        {\n            finishImmediately = true;\n        }\n\n        /// <summary>\n        /// Update is called every frame by the shake.\n        /// </summary>\n        public void Update(float deltaTime)\n        {\n            if (IsFinished) return;\n\n            if (state == EnvelopeState.Increase)\n            {\n                if (pars.attack > 0)\n                    amplitude += deltaTime * pars.attack;\n                if (amplitude > targetAmplitude || pars.attack <= 0)\n                {\n                    amplitude = targetAmplitude;\n                    state = EnvelopeState.Sustain;\n                    if (controlMode == EnvelopeControlMode.Auto)\n                        sustainEndTime = Time.time + pars.sustain;\n                }\n            }\n            else\n            {\n                if (state == EnvelopeState.Decrease)\n                {\n\n                    if (pars.decay > 0)\n                        amplitude -= deltaTime * pars.decay;\n                    if (amplitude < targetAmplitude || pars.decay <= 0)\n                    {\n                        amplitude = targetAmplitude;\n                        state = EnvelopeState.Sustain;\n                    }\n                }\n                else\n                {\n                    if (controlMode == EnvelopeControlMode.Auto && Time.time > sustainEndTime)\n                    {\n                        SetTarget(0);\n                    }\n                }\n            }\n\n            amplitude = Mathf.Clamp01(amplitude);\n            Intensity = Power.Evaluate(amplitude, pars.degree);\n        }\n\n        public void SetTargetAmplitude(float value)\n        {\n            if (controlMode == EnvelopeControlMode.Manual && !finishWhenAmplitudeZero)\n            {\n                SetTarget(value);\n            }\n        }\n\n        private void SetTarget(float value)\n        {\n            targetAmplitude = Mathf.Clamp01(value);\n            state = targetAmplitude > amplitude ? EnvelopeState.Increase : EnvelopeState.Decrease;\n        }\n\n\n        [System.Serializable]\n        public class EnvelopeParams\n        {\n            /// <summary>\n            /// How fast the amplitude rises.\n            /// </summary>\n            [Tooltip(\"How fast the amplitude increases.\")]\n            public float attack = 10;\n\n            /// <summary>\n            /// How long in seconds the amplitude holds a maximum value.\n            /// </summary>\n            [Tooltip(\"How long in seconds the amplitude holds maximum value.\")]\n            public float sustain = 0;\n\n            /// <summary>\n            /// How fast the amplitude falls.\n            /// </summary>\n            [Tooltip(\"How fast the amplitude decreases.\")]\n            public float decay = 1f;\n\n            /// <summary>\n            /// Power in which the amplitude is raised to get intensity.\n            /// </summary>\n            [Tooltip(\"Power in which the amplitude is raised to get intensity.\")]\n            public Degree degree = Degree.Cubic;\n        }\n\n        public enum EnvelopeControlMode { Auto, Manual }\n\n        public enum EnvelopeState { Sustain, Increase, Decrease }\n    }\n\n    public interface IAmplitudeController\n    {\n        /// <summary>\n        /// Sets value to which amplitude will move over time.\n        /// </summary>\n        void SetTargetAmplitude(float value);\n\n        /// <summary>\n        /// Sets amplitude to zero and finishes the shake when zero is reached.\n        /// </summary>\n        void Finish();\n\n        /// <summary>\n        /// Immediately finishes the shake.\n        /// </summary>\n        void FinishImmediately();\n    }\n}\n"
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  },
  {
    "path": "Assets/GG Camera Shake/Runtime/ICameraShake.cs",
    "content": "﻿using UnityEngine;\n\nnamespace CameraShake\n{\n    public interface ICameraShake\n    {\n        /// <summary>\n        /// Represents current position and rotation of the camera according to the shake.\n        /// </summary>\n        Displacement CurrentDisplacement { get; }\n\n        /// <summary>\n        /// Shake system will dispose the shake on the first frame when this is true.\n        /// </summary>\n        bool IsFinished { get; }\n\n        /// <summary>\n        /// CameraShaker calls this when the shake is added to the list of active shakes.\n        /// </summary>\n        void Initialize(Vector3 cameraPosition, Quaternion cameraRotation);\n\n        /// <summary>\n        /// CameraShaker calls this every frame on active shakes.\n        /// </summary>\n        void Update(float deltaTime, Vector3 cameraPosition, Quaternion cameraRotation);\n    }\n}\n"
  },
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  {
    "path": "Assets/GG Camera Shake/Runtime/KickShake.cs",
    "content": "﻿using UnityEngine;\n\nnamespace CameraShake\n{\n    public class KickShake : ICameraShake\n    {\n        readonly Params pars;\n        readonly Vector3? sourcePosition;\n        readonly bool attenuateStrength;\n\n        Displacement direction;\n        Displacement prevWaypoint;\n        Displacement currentWaypoint;\n        bool release;\n        float t;\n\n        /// <summary>\n        /// Creates an instance of KickShake in the direction from the source to the camera.\n        /// </summary>\n        /// <param name=\"parameters\">Parameters of the shake.</param>\n        /// <param name=\"sourcePosition\">World position of the source of the shake.</param>\n        /// <param name=\"attenuateStrength\">Change strength depending on distance from the camera?</param>\n        public KickShake(Params parameters, Vector3 sourcePosition, bool attenuateStrength)\n        {\n            pars = parameters;\n            this.sourcePosition = sourcePosition;\n            this.attenuateStrength = attenuateStrength;\n        }\n\n        /// <summary>\n        /// Creates an instance of KickShake. \n        /// </summary>\n        /// <param name=\"parameters\">Parameters of the shake.</param>\n        /// <param name=\"direction\">Direction of the kick.</param>\n        public KickShake(Params parameters, Displacement direction)\n        {\n            pars = parameters;\n            this.direction = direction.Normalized;\n        }\n\n        public Displacement CurrentDisplacement { get; private set; }\n        public bool IsFinished { get; private set; }\n\n\n        public void Initialize(Vector3 cameraPosition, Quaternion cameraRotation)\n        {\n            if (sourcePosition != null)\n            {\n                direction = Attenuator.Direction(sourcePosition.Value, cameraPosition, cameraRotation);\n                if (attenuateStrength)\n                    direction *= Attenuator.Strength(pars.attenuation, sourcePosition.Value, cameraPosition);\n            }\n            currentWaypoint = Displacement.Scale(direction, pars.strength);\n        }\n\n        public void Update(float deltaTime, Vector3 cameraPosition, Quaternion cameraRotation)\n        {\n            if (t < 1)\n            {\n                Move(deltaTime,\n                    release ? pars.releaseTime : pars.attackTime,\n                    release ? pars.releaseCurve : pars.attackCurve);\n            }\n            else\n            {\n                CurrentDisplacement = currentWaypoint;\n                prevWaypoint = currentWaypoint;\n                if (release)\n                {\n                    IsFinished = true;\n                    return;\n                }\n                else\n                {\n                    release = true;\n                    t = 0;\n                    currentWaypoint = Displacement.Zero;\n                }\n            }\n        }\n\n        private void Move(float deltaTime, float duration, AnimationCurve curve)\n        {\n            if (duration > 0)\n                t += deltaTime / duration;\n            else\n                t = 1;\n            CurrentDisplacement = Displacement.Lerp(prevWaypoint, currentWaypoint, curve.Evaluate(t));\n        }\n\n        [System.Serializable]\n        public class Params\n        {\n            /// <summary>\n            /// Strength of the shake for each axis.\n            /// </summary>\n            [Tooltip(\"Strength of the shake for each axis.\")]\n            public Displacement strength = new Displacement(Vector3.zero, Vector3.one);\n\n            /// <summary>\n            /// How long it takes to move forward.\n            /// </summary>\n            [Tooltip(\"How long it takes to move forward.\")]\n            public float attackTime = 0.05f;\n            public AnimationCurve attackCurve = AnimationCurve.EaseInOut(0, 0, 1, 1);\n\n            /// <summary>\n            /// How long it takes to move back.\n            /// </summary>\n            [Tooltip(\"How long it takes to move back.\")]\n            public float releaseTime = 0.2f;\n            public AnimationCurve releaseCurve = AnimationCurve.EaseInOut(0, 0, 1, 1);\n\n            /// <summary>\n            /// How strength falls with distance from the shake source.\n            /// </summary>\n            [Tooltip(\"How strength falls with distance from the shake source.\")]\n            public Attenuator.StrengthAttenuationParams attenuation;\n        }\n    }\n}\n"
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    "path": "Assets/GG Camera Shake/Runtime/PerlinShake.cs",
    "content": "﻿using UnityEngine;\n\nnamespace CameraShake\n{\n    public class PerlinShake : ICameraShake\n    {\n        readonly Params pars;\n        readonly Envelope envelope;\n\n        public IAmplitudeController AmplitudeController;\n\n        Vector2[] seeds;\n        float time;\n        Vector3? sourcePosition;\n        float norm;\n\n        /// <summary>\n        /// Creates an instance of PerlinShake.\n        /// </summary>\n        /// <param name=\"parameters\">Parameters of the shake.</param>\n        /// <param name=\"maxAmplitude\">Maximum amplitude of the shake.</param>\n        /// <param name=\"sourcePosition\">World position of the source of the shake.</param>\n        /// <param name=\"manualStrengthControl\">Pass true if you want to control amplitude manually.</param>\n        public PerlinShake(\n            Params parameters,\n            float maxAmplitude = 1,\n            Vector3? sourcePosition = null,\n            bool manualStrengthControl = false)\n        {\n            pars = parameters;\n            envelope = new Envelope(pars.envelope, maxAmplitude,\n                manualStrengthControl ?\n                    Envelope.EnvelopeControlMode.Manual : Envelope.EnvelopeControlMode.Auto);\n            AmplitudeController = envelope;\n            this.sourcePosition = sourcePosition;\n        }\n\n        public Displacement CurrentDisplacement { get; private set; }\n        public bool IsFinished { get; private set; }\n\n        public void Initialize(Vector3 cameraPosition, Quaternion cameraRotation)\n        {\n            seeds = new Vector2[pars.noiseModes.Length];\n            norm = 0;\n            for (int i = 0; i < seeds.Length; i++)\n            {\n                seeds[i] = Random.insideUnitCircle * 20;\n                norm += pars.noiseModes[i].amplitude;\n            }\n        }\n\n        public void Update(float deltaTime, Vector3 cameraPosition, Quaternion cameraRotation)\n        {\n            if (envelope.IsFinished)\n            {\n                IsFinished = true;\n                return;\n            }\n            time += deltaTime;\n            envelope.Update(deltaTime);\n\n            Displacement disp = Displacement.Zero;\n            for (int i = 0; i < pars.noiseModes.Length; i++)\n            {\n                disp += pars.noiseModes[i].amplitude / norm *\n                    SampleNoise(seeds[i], pars.noiseModes[i].freq);\n            }\n\n            CurrentDisplacement = envelope.Intensity * Displacement.Scale(disp, pars.strength);\n            if (sourcePosition != null)\n                CurrentDisplacement *= Attenuator.Strength(pars.attenuation, sourcePosition.Value, cameraPosition);\n        }\n\n        private Displacement SampleNoise(Vector2 seed, float freq)\n        {\n            Vector3 position = new Vector3(\n                Mathf.PerlinNoise(seed.x + time * freq, seed.y),\n                Mathf.PerlinNoise(seed.x, seed.y + time * freq),\n                Mathf.PerlinNoise(seed.x + time * freq, seed.y + time * freq));\n            position -= Vector3.one * 0.5f;\n\n            Vector3 rotation = new Vector3(\n                Mathf.PerlinNoise(-seed.x - time * freq, -seed.y),\n                Mathf.PerlinNoise(-seed.x, -seed.y - time * freq),\n                Mathf.PerlinNoise(-seed.x - time * freq, -seed.y - time * freq));\n            rotation -= Vector3.one * 0.5f;\n\n            return new Displacement(position, rotation);\n        }\n\n\n        [System.Serializable]\n        public class Params\n        {\n            /// <summary>\n            /// Strength of the shake for each axis.\n            /// </summary>\n            [Tooltip(\"Strength of the shake for each axis.\")]\n            public Displacement strength = new Displacement(Vector3.zero, new Vector3(2, 2, 0.8f));\n\n            /// <summary>\n            /// Layers of perlin noise with different frequencies.\n            /// </summary>\n            [Tooltip(\"Layers of perlin noise with different frequencies.\")]\n            public NoiseMode[] noiseModes = { new NoiseMode(12, 1) };\n\n            /// <summary>\n            /// Strength over time.\n            /// </summary>\n            [Tooltip(\"Strength of the shake over time.\")]\n            public Envelope.EnvelopeParams envelope;\n\n            /// <summary>\n            /// How strength falls with distance from the shake source.\n            /// </summary>\n            [Tooltip(\"How strength falls with distance from the shake source.\")]\n            public Attenuator.StrengthAttenuationParams attenuation;\n        }\n\n\n        [System.Serializable]\n        public struct NoiseMode\n        {\n            public NoiseMode(float freq, float amplitude)\n            {\n                this.freq = freq;\n                this.amplitude = amplitude;\n            }\n\n            /// <summary>\n            /// Frequency multiplier for the noise.\n            /// </summary>\n            [Tooltip(\"Frequency multiplier for the noise.\")]\n            public float freq;\n\n            /// <summary>\n            /// Amplitude of the mode.\n            /// </summary>\n            [Tooltip(\"Amplitude of the mode.\")]\n            [Range(0, 1)]\n            public float amplitude;\n        }\n    }\n}\n"
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    "path": "Assets/GG Camera Shake/Runtime/Power.cs",
    "content": "﻿namespace CameraShake\n{\n    public static class Power\n    {\n        public static float Evaluate(float value, Degree degree)\n        {\n            switch (degree)\n            {\n                case Degree.Linear:\n                    return value;\n                case Degree.Quadratic:\n                    return value * value;\n                case Degree.Cubic:\n                    return value * value * value;\n                case Degree.Quadric:\n                    return value * value * value * value;\n                default:\n                    return value;\n            }\n        }\n    }\n\n    public enum Degree { Linear, Quadratic, Cubic, Quadric }\n}\n"
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    "content": "# GG Camera Shake\nAn asset for camera shake in Unity. \n\n__Features__:\n* One line of code shake with presets\n* Several shake algorithms suitable for a wide range of use cases\n* Change strength and direction of the shake depending on  \nposition of the shake source\n* Easy to write custom shakes\n\n[__Watch video tutorial__](https://youtu.be/fn3hIPLbSn8)\n![Thumbnail](https://i.imgur.com/n0ndQ9x.png \"Video thumbnail\")\n\n## Table of Contents\n1. [Installation](#installation)\n2. [Usage](#usage)\n    * [Setup](#setup)\n    * [Using Presets](#using-presets)\n    * [Without Presets](#without-presets)\n2. [Presets](#presets)\n2. [PerlinShake](#perlinshake)\n2. [BounceShake](#bounceshake)\n2. [KickShake](#kickshake)\n2. [Time Envelope](#time-envelope)\n2. [Spatial Attenuation](#spatial-attenuation)\n2. [Writing Custom Shakes](#writing-custom-shakes)\n\n## Installation\n1. You can install the package via Package Manager using this URL: `https://github.com/gasgiant/Camera-Shake.git#upm`.\n\n2. Or you can [download](https://github.com/gasgiant/Camera-Shake/releases/download/v1.0.0/ggcamerashake.unitypackage) .unitypackage and import it into your project.\n\n\n\n## Usage\n### Setup\n1. Make the camera a child of another gameobject. When you want to move the camera move the parent. \n\n2. Add `CameraShaker` component to the camera gameobject. \n\nBy default `CameraShaker` works with its own transform. Alternatively, you can add `CameraShaker` to any gameobject you like and set it's `cameraTransform` field in inspector, or by calling `CameraShaker.Instance.SetCameraTransform`.\n\n### Using Presets\nThe simplest way to shake the camera is to use presets. Class `CameraShakePresets` allows to generate some common shake types with one line of code.\n\n Call `CameraShaker.Presets.Explosion2D` to start a shake. Don't forget to add `CameraShake` namespace.\n```csharp\nusing UnityEngine;\nusing CameraShake;\n\npublic class MinimalExample : MonoBehaviour\n{\n    private void Explode()\n    {\n        // Something explodes ...\n\n        CameraShaker.Presets.Explosion2D();\n    }\n}\n```\n\n### Without Presets\nIf you need more options, than provided by presets, you need to create an instance of some shake class and pass it into the `CameraShaker.Shake`. There are three default shake classes: [PerlinShake](#perlinshake), [BounceShake](#bounceshake) and [KickShake](#kickshake). You can also write [your own](#writing-custom-shakes) shakes. The example below is for `PerlinShake`.\n\n```csharp\nusing UnityEngine;\nusing CameraShake;\n\npublic class Gun : MonoBehaviour\n{\n    [SerializeField]\n    PerlinShake.Params shakeParams;\n\n    public void Shoot()\n    {\n        // Shooting ...\n\n        CameraShaker.Shake(new PerlinShake(shakeParams));\n    }\n}\n```\nThe constructor of `PerlinShake` takes an instance of `PerlinShake.Params` as an input. You can expose the parameters variable on some `MonoBehaviour` or `ScriptableObject` to tweak the parameters in the inspector.\n\n![shakeparams](https://i.imgur.com/TLsOKIA.png \"PerlinShake.Params Inspector\")\n\nShakes can have more options in their constructors. For example you can pass position of the source of the explosion into the `PerlinShake` constructor, and the shake will change the strength depending on the distance from the source to the camera.\n\n```csharp\npublic class Grenade : MonoBehaviour\n{\n    public void Explode(float explosionStrength, PerlinShake.Params shakeParams)\n    {\n        CameraShaker.Shake(new PerlinShake(shakeParams, explosionStrength, transform.position));\n    }\n}\n```\n\n## Presets\n\n__ShortShake3D__  \nSuitable for short and snappy shakes in 3D. Rotates camera in all three axes. Uses `BounceShake` algorithm.\n| Parameter        | Description | \n| :------------- |:-------------|\n| strength     | Strength of the shake.|\n| freq     | Frequency of shaking.|\n| numBounces     | Number of vibrations before stop.|\n\n__ShortShake2D__  \nSuitable for short and snappy shakes in 2D. Moves camera in X and Y axes and rotates it in Z axis. Uses `BounceShake` algorithm.\n| Parameter        | Description | \n| :------------- |:-------------|\n| positionStrength     | Strength of motion in X and Y axes.|\n| rotationStrength     | Strength of rotation in Z axis.|\n| freq     | Frequency of shaking.|\n| numBounces     | Number of vibrations before stop.|\n\n__Explosion3D__  \nSuitable for longer and stronger shakes in 3D. Rotates camera in all three axes. Uses `PerlinShake` algorithm.\n| Parameter        | Description | \n| :------------- |:-------------|\n| strength     | Strength of the shake.|\n| duration     | Duration of the shake.|\n\n__Explosion2D__  \nSuitable for longer and stronger shakes in 2D. Moves camera in X and Y axes and rotates it in Z axis. Uses `PerlinShake` algorithm.\n| Parameter        | Description | \n| :------------- |:-------------|\n| positionStrength     | Strength of motion in X and Y axes.|\n| rotationStrength     | Strength of rotation in Z axis.|\n| duration     | Duration of the shake.|\n\n## PerlinShake\n`PerlinShake` combines layers of Perlin noise with different frequencies to create smooth and nuanced shake. Works better for longer shakes. For very short shakes consider using `BounceShake`.\n### Constructor\n\n| Parameter        |   |  Description | \n| :------------- |:-------------|:-------------|\n| parameters     | | Parameters of the shake. |\n| maxAmplitude     | | Maximum amplitude of the shake.|\n| sourcePosition | | World position of the source of the shake. |\n| manualStrengthControl| false | Play shake once automatically. |\n|  | true| Manually control strength over time. |\n\nFor more details on `maxAmplitude` and `manualStrengthControl` see [Time Envelope](#time-envelope).\n\n### Params\n\n| Parameter        | Description | \n| :------------- |:-------------|\n| strength     | Strength of the shake for each axis. |\n| noiseModes     | Layers of Perlin noise with different frequencies. |\n| envelope     | Strength of the shake over time. |\n| attenuation     | How strength falls with distance from the shake source. |\n\nFor more details on `envelope` see [Time Envelope](#time-envelope). For more details on `attenuation` see [Spatial Attenuation](#spatial-attenuation).\n\n## BounceShake\n`BounceShake` is useful for short and precise shakes. Unlike `PerlinShake`, it will provide reliable shake strength. Consider using `PerlinShake` for longer and stronger shakes.\n\n### Constructors\n\n#### BounceShake (first overload)\n| Parameter        | Description | \n| :------------- |:-------------|\n| parameters     | Parameters of the shake. |\n| initialDirection     | Initial direction of the shake motion. |\n| sourcePosition     | World position of the source of the shake. |\n\n#### BounceShake (second overload)\nCreates `BounceShake` with random initial direction.\n| Parameter        | Description | \n| :------------- |:-------------|\n| parameters     | Parameters of the shake. |\n| sourcePosition     | World position of the source of the shake. |\n\n### Params\n| Parameter        | Description | \n| :------------- |:-------------|\n| positionStrength     | Parameters of the shake. |\n| rotationStrength     | Strength of the shake for rotational axes. |\n| axesMultiplier     | Preferred direction of shaking. |\n| freq     | Frequency of shaking. |\n| numBounces     | Number of vibrations before stop. |\n| randomness     | Randomness of motion. |\n| attenuation     | How strength falls with distance from the shake source. |\n\n For more details on `attenuation` see [Spatial Attenuation](#spatial-attenuation).\n\n\n## KickShake\nMakes one kick in specified direction. Useful for recoil.\n\n### Constructors\n\n#### KickShake (first overload)\n| Parameter        | Description | \n| :------------- |:-------------|\n| parameters     | Parameters of the shake. |\n| direction     | Direction of the kick. |\n\n#### KickShake (second overload)\nCreates an instance of KickShake in the direction from the source to the camera.\n| Parameter        | Description | \n| :------------- |:-------------|\n| parameters     | Parameters of the shake. |\n| sourcePosition     | World position of the source of the shake. |\n| attenuateStrength     | Change strength depending on distance from the camera? |\n\n### Params\n| Parameter        | Description | \n| :------------- |:-------------|\n| strength     | Strength of the shake for each axis. |\n| attackTime     | How long it takes to move forward. |\n| attackCurve     | Forward motion curve. |\n| releaseTime     | How long it takes to move back. |\n| releaseCurve     | Back motion curve. |\n| attenuation     | How strength falls with distance from the shake source. |\n\n For more details on `attenuation` see [Spatial Attenuation](#spatial-attenuation).\n\n## Time Envelope\nClass `Envelope` controls amplitude of the shake over time. It can work in two modes. In automatic mode it plays the shake ones with selected `maxAmplitude`. \n\nIn manual mode you can keep the reference to the `PerlinShake` and change amplitude whenever you like.\n```csharp\npublic class Vibrator : MonoBehaviour\n{\n    [SerializeField]\n    PerlinShake.Params params;\n    PerlinShake shake;\n\n    private void Start()\n    {\n        shake = new PerlinShake(params);\n        CameraShaker.Shake(shake);\n    }\n\n    public void Vibrate(float amplitude)\n    {\n        shake.AmplitudeController.SetTargetAmplitude(amplitude);\n    }\n}\n```\n\n### EnvelopeParams\n[See interactive demonstration.](https://www.desmos.com/calculator/e9wxr78uu2)\n| Parameter        | Description | \n| :------------- |:-------------|\n| attack     | How fast the amplitude increases. |\n| sustain     | How long in seconds the amplitude holds maximum value. |\n| decay     | How fast the amplitude decreases. |\n| degree     | Power in which the amplitude is raised to get intensity. |\n\n## Spatial Attenuation\n\nClass `Attenuator` provides methods for changing strength and direction of the shake depending on position of the shake source relative to the camera.\n\n### StrengthAttenuationParams\n[See interactive demonstration.](https://www.desmos.com/calculator/iivcfrotk8)\n| Parameter        | Description | \n| :------------- |:-------------|\n| clippingDistance     | Radius in which shake doesn't lose strength. |\n| falloffScale     | How fast strength falls with distance. |\n| falloffDegree     | Power of the falloff function. |\n| axesMultiplier     | Contribution of each axis to distance. E. g. (1, 1, 0) for a 2D game in XY plane. |\n\n## Writing Custom Shakes\n`CameraShaker` works with any class that implements `ICameraShake` interface. \n\n```csharp\npublic interface ICameraShake\n    {\n        // Represents current position and rotation of the camera according to the shake.\n        Displacement CurrentDisplacement { get; }\n\n        // Shake system will dispose the shake on the first frame when this is true.\n        bool IsFinished { get; }\n\n        // CameraShaker calls this when the shake is added to the list of active shakes.\n        void Initialize(Vector3 cameraPosition, Quaternion cameraRotation);\n\n        // CameraShaker calls this every frame on active shakes.\n        void Update(float deltaTime, Vector3 cameraPosition, Quaternion cameraRotation);\n    }\n```\nHere is a basic example of a custom shake class.\n```csharp\npublic class VeryBadShake : ICameraShake\n{\n    readonly float intensity;\n    readonly float duration;\n    float time;\n\n    public VeryBadShake(float intensity, float duration)\n    {\n        this.intensity = intensity;\n        this.duration = duration;\n    }\n\n    public Displacement CurrentDisplacement { get; private set; }\n\n    public bool IsFinished { get; private set; }\n\n    public void Initialize(Vector3 cameraPosition, Quaternion cameraRotation)\n    {\n    }\n\n    public void Update(float deltaTime, Vector3 cameraPosition, Quaternion cameraRotation)\n    {\n        time += deltaTime;\n        if (time > duration)\n            IsFinished = true;\n        CurrentDisplacement = \n            new Displacement(Random.insideUnitCircle * intensity, Vector3.zero);\n    }\n}\n```\n\n\n"
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