local C={}C.__index=C local p=debug.profilebegin local d=debug.profileend local x="\067\097\109\101\114\097\083\104\097\107\101\114\085\112\100\097\116\101"local I=Vector3.new local X=CFrame.new local g=CFrame.Angles local b=math.rad local y=I()local v=require(script.CameraShakeInstance)local A=v.CameraShakeState local k=I(.15,.15,.15)local Q=I(1,1,1)C.CameraShakeInstance=v C.Presets=require(script.CameraShakePresets)function C.new(p,d)assert(type(p)=="\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(d)=="\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=p;_posAddShake=y;_rotAddShake=y,_camShakeInstances={};_removeInstances={},_callback=d},C)return x end function C.Start(C)if C._running then return end C._running=true local I=C._callback;(game:GetService("\082\117\110\083\101\114\118\105\099\101")):BindToRenderStep(C._renderName,C._renderPriority,function(X)p(x)local g=C:Update(X)d()I(g)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.Update(p,C)local d=y local x=y local I=p._camShakeInstances for X=1,#I,1 do local g=I[X]local b=g:GetState()if b==A.Inactive and g.DeleteOnInactive then p._removeInstances[#p._removeInstances+1]=X elseif b~=A.Inactive then d=d+g:UpdateShake(C)*g.PositionInfluence x=x+g:UpdateShake(C)*g.RotationInfluence end end for C=#p._removeInstances,1,-1 do local d=p._removeInstances[C]table.remove(I,d)p._removeInstances[C]=nil end return(X(d)*g(0,b(x.Y),0))*g(b(x.X),0,b(x.Z))end function C.Shake(p,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")p._camShakeInstances[#p._camShakeInstances+1]=C return C end function C.ShakeSustain(p,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")p._camShakeInstances[#p._camShakeInstances+1]=C C:StartFadeIn(C.fadeInDuration)return C end function C.ShakeOnce(g,C,p,d,x,I,X)local b=v.new(C,p,d,x)b.PositionInfluence=typeof(I)=="\086\101\099\116\111\114\051"and I or k b.RotationInfluence=typeof(X)=="\086\101\099\116\111\114\051"and X or Q g._camShakeInstances[#g._camShakeInstances+1]=b return b end function C.StartShake(X,C,p,d,x,I)local g=v.new(C,p,d)g.PositionInfluence=typeof(x)=="\086\101\099\116\111\114\051"and x or k g.RotationInfluence=typeof(I)=="\086\101\099\116\111\114\051"and I or Q g:StartFadeIn(d)X._camShakeInstances[#X._camShakeInstances+1]=g return g end return C
-- Camera Shaker
-- Crazyman32
-- February 26, 2018

--[[
	
	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(0.15, 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