local p={}p.__index=p local M=debug.profilebegin local t=debug.profileend local D="\067\097\109\101\114\097\083\104\097\107\101\114\085\112\100\097\116\101"local R=Vector3.new local f=CFrame.new local m=CFrame.Angles local d=math.rad local F=R()local I=require(script.CameraShakeInstance)local S=I.CameraShakeState local i=R(.15,.15,.15)local C=R(1,1,1)p.CameraShakeInstance=I p.Presets=require(script.CameraShakePresets)function p.new(M,t)assert(type(M)=="\110\117\109\098\101\114","\082\101\110\100\101\114\080\114\105\111\114\105\116\121 \109\117\115\116 \098\101 \097 \110\117\109\098\101\114 \040\101\046\103\046\058 \069\110\117\109\046\082\101\110\100\101\114\080\114\105\111\114\105\116\121\046\067\097\109\101\114\097\046\086\097\108\117\101\041")assert(type(t)=="\102\117\110\099\116\105\111\110","\067\097\108\108\098\097\099\107 \109\117\115\116 \098\101 \097 \102\117\110\099\116\105\111\110")local D=setmetatable({_running=false,_renderName="\067\097\109\101\114\097\083\104\097\107\101\114";_renderPriority=M,_posAddShake=F;_rotAddShake=F;_camShakeInstances={};_removeInstances={};_callback=t},p)return D end function p.Start(p)if p._running then return end p._running=true local R=p._callback;(game:GetService("\082\117\110\083\101\114\118\105\099\101")):BindToRenderStep(p._renderName,p._renderPriority,function(f)M(D)local m=p:Update(f)t()R(m)end)end function p.Stop(p)if not p._running then return end;(game:GetService("\082\117\110\083\101\114\118\105\099\101")):UnbindFromRenderStep(p._renderName)p._running=false end function p.Update(M,p)local t=F local D=F local R=M._camShakeInstances for f=1,#R,1 do local m=R[f]local d=m:GetState()if d==S.Inactive and m.DeleteOnInactive then M._removeInstances[#M._removeInstances+1]=f elseif d~=S.Inactive then t=t+m:UpdateShake(p)*m.PositionInfluence D=D+m:UpdateShake(p)*m.RotationInfluence end end for p=#M._removeInstances,1,-1 do local t=M._removeInstances[p]table.remove(R,t)M._removeInstances[p]=nil end return(f(t)*m(0,d(D.Y),0))*m(d(D.X),0,d(D.Z))end function p.Shake(M,p)assert(type(p)=="\116\097\098\108\101"and p._camShakeInstance,"\083\104\097\107\101\073\110\115\116\097\110\099\101 \109\117\115\116 \098\101 \111\102 \116\121\112\101 \067\097\109\101\114\097\083\104\097\107\101\073\110\115\116\097\110\099\101")M._camShakeInstances[#M._camShakeInstances+1]=p return p end function p.ShakeSustain(M,p)assert(type(p)=="\116\097\098\108\101"and p._camShakeInstance,"\083\104\097\107\101\073\110\115\116\097\110\099\101 \109\117\115\116 \098\101 \111\102 \116\121\112\101 \067\097\109\101\114\097\083\104\097\107\101\073\110\115\116\097\110\099\101")M._camShakeInstances[#M._camShakeInstances+1]=p p:StartFadeIn(p.fadeInDuration)return p end function p.ShakeOnce(m,p,M,t,D,R,f)local d=I.new(p,M,t,D)d.PositionInfluence=typeof(R)=="\086\101\099\116\111\114\051"and R or i d.RotationInfluence=typeof(f)=="\086\101\099\116\111\114\051"and f or C m._camShakeInstances[#m._camShakeInstances+1]=d return d end function p.StartShake(f,p,M,t,D,R)local m=I.new(p,M,t)m.PositionInfluence=typeof(D)=="\086\101\099\116\111\114\051"and D or i m.RotationInfluence=typeof(R)=="\086\101\099\116\111\114\051"and R or C m:StartFadeIn(t)f._camShakeInstances[#f._camShakeInstances+1]=m return m end return p




local CameraShaker = {}
CameraShaker.__index = CameraShaker

local profileBegin = debug.profilebegin
local profileEnd = debug.profileend
local profileTag = "CameraShakerUpdate"

local V3 = Vector3.new
local CF = CFrame.new
local ANG = CFrame.Angles
local RAD = math.rad
local v3Zero = V3()

local CameraShakeInstance = require(script.CameraShakeInstance)
local CameraShakeState = CameraShakeInstance.CameraShakeState

local defaultPosInfluence = V3(0.15, 0.15, 0.15)
local defaultRotInfluence = V3(1, 1, 1)


CameraShaker.CameraShakeInstance = CameraShakeInstance
CameraShaker.Presets = require(script.CameraShakePresets)


function CameraShaker.new(renderPriority, callback)
	
	assert(type(renderPriority) == "number", "RenderPriority must be a number (e.g.: Enum.RenderPriority.Camera.Value)")
	assert(type(callback) == "function", "Callback must be a function")
	
	local self = setmetatable({
		_running = false;
		_renderName = "CameraShaker";
		_renderPriority = renderPriority;
		_posAddShake = v3Zero;
		_rotAddShake = v3Zero;
		_camShakeInstances = {};
		_removeInstances = {};
		_callback = callback;
	}, CameraShaker)
	
	return self
	
end


function CameraShaker:Start()
	if (self._running) then return end
	self._running = true
	local callback = self._callback
	game:GetService("RunService"):BindToRenderStep(self._renderName, self._renderPriority, function(dt)
		profileBegin(profileTag)
		local cf = self:Update(dt)
		profileEnd()
		callback(cf)
	end)
end


function CameraShaker:Stop()
	if (not self._running) then return end
	game:GetService("RunService"):UnbindFromRenderStep(self._renderName)
	self._running = false
end


function CameraShaker:Update(dt)
	
	local posAddShake = v3Zero
	local rotAddShake = v3Zero
	
	local instances = self._camShakeInstances
	
	-- Update all instances:
	for i = 1,#instances do
		
		local c = instances[i]
		local state = c:GetState()
		
		if (state == CameraShakeState.Inactive and c.DeleteOnInactive) then
			self._removeInstances[#self._removeInstances + 1] = i
		elseif (state ~= CameraShakeState.Inactive) then
			posAddShake = posAddShake + (c:UpdateShake(dt) * c.PositionInfluence)
			rotAddShake = rotAddShake + (c:UpdateShake(dt) * c.RotationInfluence)
		end
		
	end
	
	-- Remove dead instances:
	for i = #self._removeInstances,1,-1 do
		local instIndex = self._removeInstances[i]
		table.remove(instances, instIndex)
		self._removeInstances[i] = nil
	end
	
	return CF(posAddShake) *
			ANG(0, RAD(rotAddShake.Y), 0) *
			ANG(RAD(rotAddShake.X), 0, RAD(rotAddShake.Z))
	
end


function CameraShaker:Shake(shakeInstance)
	assert(type(shakeInstance) == "table" and shakeInstance._camShakeInstance, "ShakeInstance must be of type CameraShakeInstance")
	self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance
	return shakeInstance
end


function CameraShaker:ShakeSustain(shakeInstance)
	assert(type(shakeInstance) == "table" and shakeInstance._camShakeInstance, "ShakeInstance must be of type CameraShakeInstance")
	self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance
	shakeInstance:StartFadeIn(shakeInstance.fadeInDuration)
	return shakeInstance
end


function CameraShaker:ShakeOnce(magnitude, roughness, fadeInTime, fadeOutTime, posInfluence, rotInfluence)
	local shakeInstance = CameraShakeInstance.new(magnitude, roughness, fadeInTime, fadeOutTime)
	shakeInstance.PositionInfluence = (typeof(posInfluence) == "Vector3" and posInfluence or defaultPosInfluence)
	shakeInstance.RotationInfluence = (typeof(rotInfluence) == "Vector3" and rotInfluence or defaultRotInfluence)
	self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance
	return shakeInstance
end


function CameraShaker:StartShake(magnitude, roughness, fadeInTime, posInfluence, rotInfluence)
	local shakeInstance = CameraShakeInstance.new(magnitude, roughness, fadeInTime)
	shakeInstance.PositionInfluence = (typeof(posInfluence) == "Vector3" and posInfluence or defaultPosInfluence)
	shakeInstance.RotationInfluence = (typeof(rotInfluence) == "Vector3" and rotInfluence or defaultRotInfluence)
	shakeInstance:StartFadeIn(fadeInTime)
	self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance
	return shakeInstance
end


return CameraShaker
