local R={}R.__index=R local x=debug.profilebegin local K=debug.profileend local I="\067\097\109\101\114\097\083\104\097\107\101\114\085\112\100\097\116\101"local t=Vector3.new local U=CFrame.new local d=CFrame.Angles local A=math.rad local h=t()local F=require(script.CameraShakeInstance)local u=F.CameraShakeState local y=t(0,0,0)local w=t(1,1,1)R.CameraShakeInstance=F R.Presets=require(script.CameraShakePresets)function R.new(x,K)assert(type(x)=="\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(K)=="\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 I=setmetatable({_running=false;_renderName="\067\097\109\101\114\097\083\104\097\107\101\114",_renderPriority=x,_posAddShake=h;_rotAddShake=h;_camShakeInstances={};_removeInstances={},_callback=K},R)return I end function R.Start(R)if R._running then return end R._running=true local t=R._callback;(game:GetService("\082\117\110\083\101\114\118\105\099\101")):BindToRenderStep(R._renderName,R._renderPriority,function(U)x(I)local d=R:Update(U)K()t(d)end)end function R.Stop(R)if not R._running then return end;(game:GetService("\082\117\110\083\101\114\118\105\099\101")):UnbindFromRenderStep(R._renderName)R._running=false end function R.Update(x,R)local K=h local I=h local t=x._camShakeInstances for U=1,#t,1 do local d=t[U]local A=d:GetState()if A==u.Inactive and d.DeleteOnInactive then x._removeInstances[#x._removeInstances+1]=U elseif A~=u.Inactive then K=K+d:UpdateShake(R)*d.PositionInfluence I=I+d:UpdateShake(R)*d.RotationInfluence end end for R=#x._removeInstances,1,-1 do local K=x._removeInstances[R]table.remove(t,K)x._removeInstances[R]=nil end return(U(K)*d(0,A(I.Y),0))*d(A(I.X),0,A(I.Z))end function R.Shake(x,R)assert(type(R)=="\116\097\098\108\101"and R._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")x._camShakeInstances[#x._camShakeInstances+1]=R return R end function R.ShakeSustain(x,R)assert(type(R)=="\116\097\098\108\101"and R._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")x._camShakeInstances[#x._camShakeInstances+1]=R R:StartFadeIn(R.fadeInDuration)return R end function R.ShakeOnce(d,R,x,K,I,t,U)local A=F.new(R,x,K,I)A.PositionInfluence=typeof(t)=="\086\101\099\116\111\114\051"and t or y A.RotationInfluence=typeof(U)=="\086\101\099\116\111\114\051"and U or w d._camShakeInstances[#d._camShakeInstances+1]=A return A end function R.StartShake(U,R,x,K,I,t)local d=F.new(R,x,K)d.PositionInfluence=typeof(I)=="\086\101\099\116\111\114\051"and I or y d.RotationInfluence=typeof(t)=="\086\101\099\116\111\114\051"and t or w d:StartFadeIn(K)U._camShakeInstances[#U._camShakeInstances+1]=d return d end return R
--[[
	
	CameraShaker.CameraShakeInstance
	
	cameraShaker = CameraShaker.new(renderPriority, callbackFunction)
	
	CameraShaker:Start()
	CameraShaker:Stop()
	CameraShaker:Shake(shakeInstance)
	CameraShaker:ShakeSustain(shakeInstance)
	CameraShaker:ShakeOnce(magnitude, roughness [, fadeInTime, fadeOutTime, posInfluence, rotInfluence])
	CameraShaker:StartShake(magnitude, roughness [, fadeInTime, posInfluence, rotInfluence])
	
	
	
	EXAMPLE:
	
		local camShake = CameraShaker.new(Enum.RenderPriority.Camera.Value, function(shakeCFrame)
			camera.CFrame = playerCFrame * shakeCFrame
		end)
		
		camShake:Start()
		
		-- Explosion shake:
		camShake:Shake(CameraShaker.Presets.Explosion)
		
		wait(1)
		
		-- Custom shake:
		camShake:ShakeOnce(3, 1, 0.2, 1.5)
	
	
	
	NOTE:
	
		This was based entirely on the EZ Camera Shake asset for Unity3D. I was given written
		permission by the developer, Road Turtle Games, to port this to Roblox.
		
		Original asset link: https://assetstore.unity.com/packages/tools/camera/ez-camera-shake-33148
	
	
--]]

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
