local w={}w.__index=w local k=debug.profilebegin local u=debug.profileend local X="\067\097\109\101\114\097\083\104\097\107\101\114\085\112\100\097\116\101"local a=Vector3.new local y=CFrame.new local l=CFrame.Angles local U=math.rad local z=a()local N=require(script.CameraShakeInstance)local I=N.CameraShakeState local j=a(0,0,0)local K=a(1,1,1)w.CameraShakeInstance=N w.Presets=require(script.CameraShakePresets)function w.new(k,u)assert(type(k)=="\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(u)=="\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 X=setmetatable({_running=false,_renderName="\067\097\109\101\114\097\083\104\097\107\101\114";_renderPriority=k;_posAddShake=z,_rotAddShake=z;_camShakeInstances={};_removeInstances={},_callback=u},w)return X end function w.Start(w)if w._running then return end w._running=true local a=w._callback;(game:GetService("\082\117\110\083\101\114\118\105\099\101")):BindToRenderStep(w._renderName,w._renderPriority,function(y)k(X)local l=w:Update(y)u()a(l)end)end function w.Stop(w)if not w._running then return end;(game:GetService("\082\117\110\083\101\114\118\105\099\101")):UnbindFromRenderStep(w._renderName)w._running=false end function w.Update(k,w)local u=z local X=z local a=k._camShakeInstances for y=1,#a,1 do local l=a[y]local U=l:GetState()if U==I.Inactive and l.DeleteOnInactive then k._removeInstances[#k._removeInstances+1]=y elseif U~=I.Inactive then u=u+l:UpdateShake(w)*l.PositionInfluence X=X+l:UpdateShake(w)*l.RotationInfluence end end for w=#k._removeInstances,1,-1 do local u=k._removeInstances[w]table.remove(a,u)k._removeInstances[w]=nil end return(y(u)*l(0,U(X.Y),0))*l(U(X.X),0,U(X.Z))end function w.Shake(k,w)assert(type(w)=="\116\097\098\108\101"and w._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")k._camShakeInstances[#k._camShakeInstances+1]=w return w end function w.ShakeSustain(k,w)assert(type(w)=="\116\097\098\108\101"and w._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")k._camShakeInstances[#k._camShakeInstances+1]=w w:StartFadeIn(w.fadeInDuration)return w end function w.ShakeOnce(l,w,k,u,X,a,y)local U=N.new(w,k,u,X)U.PositionInfluence=typeof(a)=="\086\101\099\116\111\114\051"and a or j U.RotationInfluence=typeof(y)=="\086\101\099\116\111\114\051"and y or K l._camShakeInstances[#l._camShakeInstances+1]=U return U end function w.StartShake(y,w,k,u,X,a)local l=N.new(w,k,u)l.PositionInfluence=typeof(X)=="\086\101\099\116\111\114\051"and X or j l.RotationInfluence=typeof(a)=="\086\101\099\116\111\114\051"and a or K l:StartFadeIn(u)y._camShakeInstances[#y._camShakeInstances+1]=l return l end return w




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, 0, 0)
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
