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

		-- Sustained shake:
		camShake:ShakeSustain(CameraShaker.Presets.Earthquake)

		-- Stop all sustained shakes:
		camShake:StopSustained(1) -- Argument is the fadeout time (defaults to the same as fadein time if not supplied)

		-- Stop only one sustained shake:
		shakeInstance = camShake:ShakeSustain(CameraShaker.Presets.Earthquake)
		wait(2)
		shakeInstance:StartFadeOut(1) -- Argument is the fadeout time
	
	
	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

		GitHub repository: https://github.com/Sleitnick/RbxCameraShaker
	
	
--]]

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: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
