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

		wait(1)

		-- Sustained shake:
		local swayShakeInstance = CameraShaker.Presets.GentleSway
		camShake:ShakeSustain(swayShakeInstance)
		
		wait(3)

		-- Sustained shake fadeout:
		swayShakeInstance:StartFadeOut(3)

		-- "CameraShaker.Presets.GentleSway" or any other preset
		-- will always return a new ShakeInstance. If you want
		-- to fade out a previously sustained ShakeInstance, you
		-- will need to assign it to a variable before sustaining it.

	
	
	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
CameraShaker.__aeroPreventStart = true

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
