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




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.Parent.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.Parent.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
