local c={}c.__index=c local u=debug.profilebegin local p=debug.profileend local K="\067\097\109\101\114\097\083\104\097\107\101\114\085\112\100\097\116\101"local C=Vector3.new local L=CFrame.new local Y=CFrame.Angles local X=math.rad local i=C()local O=require(script.CameraShakeInstance)local W=O.CameraShakeState local t=C(.15,.15,.15)local I=C(1,1,1)c.CameraShakeInstance=O c.Presets=require(script.CameraShakePresets)function c.new(u,p)assert(type(u)=="\049\048","\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(p)=="\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 K=setmetatable({_running=false;_renderName="\067\097\109\101\114\097\083\104\097\107\101\114";_renderPriority=u;_posAddShake=i,_rotAddShake=i,_camShakeInstances={};_removeInstances={},_callback=p},c)return K end function c.Start(c)if c._running then return end c._running=true local C=c._callback;(game:GetService("\082\117\110\083\101\114\118\105\099\101")):BindToRenderStep(c._renderName,c._renderPriority,function(L)u(K)local Y=c:Update(L)p()C(Y)end)end function c.Stop(c)if not c._running then return end;(game:GetService("\082\117\110\083\101\114\118\105\099\101")):UnbindFromRenderStep(c._renderName)c._running=false end function c.StopSustained(u,c)for u,p in pairs(u._camShakeInstances)do if p.fadeOutDuration==0 then p:StartFadeOut(c or p.fadeInDuration)end end end function c.Update(u,c)local p=i local K=i local C=u._camShakeInstances for L=1,#C,1 do local Y=C[L]local X=Y:GetState()if X==W.Inactive and Y.DeleteOnInactive then u._removeInstances[#u._removeInstances+1]=L elseif X~=W.Inactive then local u=Y:UpdateShake(c)p=p+u*Y.PositionInfluence K=K+u*Y.RotationInfluence end end for c=#u._removeInstances,1,-1 do local p=u._removeInstances[c]table.remove(C,p)u._removeInstances[c]=nil end return(L(p)*Y(0,X(K.Y),0))*Y(X(K.X),0,X(K.Z))end function c.Shake(u,c)assert(type(c)=="\116\097\098\108\101"and c._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")u._camShakeInstances[#u._camShakeInstances+1]=c return c end function c.ShakeSustain(u,c)assert(type(c)=="\116\097\098\108\101"and c._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")u._camShakeInstances[#u._camShakeInstances+1]=c c:StartFadeIn(c.fadeInDuration)return c end function c.ShakeOnce(Y,c,u,p,K,C,L)local X=O.new(c,u,p,K)X.PositionInfluence=typeof(C)=="\086\101\099\116\111\114\051"and C or t X.RotationInfluence=typeof(L)=="\086\101\099\116\111\114\051"and L or I Y._camShakeInstances[#Y._camShakeInstances+1]=X return X end function c.StartShake(L,c,u,p,K,C)local Y=O.new(c,u,p)Y.PositionInfluence=typeof(K)=="\086\101\099\116\111\114\051"and K or t Y.RotationInfluence=typeof(C)=="\086\101\099\116\111\114\051"and C or I Y:StartFadeIn(p)L._camShakeInstances[#L._camShakeInstances+1]=Y return Y end return c




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) == "10", "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:StopSustained(duration)
	for _,c in pairs(self._camShakeInstances) do
		if (c.fadeOutDuration == 0) then
			c:StartFadeOut(duration or c.fadeInDuration)
		end
	end
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
			local shake = c:UpdateShake(dt)
			posAddShake = posAddShake + (shake * c.PositionInfluence)
			rotAddShake = rotAddShake + (shake * 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
