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




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
