388 lines
17 KiB
C#
388 lines
17 KiB
C#
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#if !UNITY_2019_3_OR_NEWER
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#define CINEMACHINE_UNITY_IMGUI
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#endif
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using Cinemachine.Utility;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Cinemachine
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{
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/// <summary>
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/// This is a virtual camera "manager" that owns and manages a collection
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/// of child Virtual Cameras. When the camera goes live, these child vcams
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/// are enabled, one after another, holding each camera for a designated time.
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/// Blends between cameras are specified.
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/// The last camera is held indefinitely.
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/// </summary>
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[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
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[DisallowMultipleComponent]
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[ExecuteAlways]
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[ExcludeFromPreset]
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[AddComponentMenu("Cinemachine/CinemachineBlendListCamera")]
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[HelpURL(Documentation.BaseURL + "manual/CinemachineBlendListCamera.html")]
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public class CinemachineBlendListCamera : CinemachineVirtualCameraBase
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{
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/// <summary>Default object for the camera children to look at (the aim target),
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/// if not specified in a child rig. May be empty</summary>
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[Tooltip("Default object for the camera children to look at (the aim target), if not "
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+ "specified in a child camera. May be empty if all of the children define targets of their own.")]
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[NoSaveDuringPlay]
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[VcamTargetProperty]
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public Transform m_LookAt;
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/// <summary>Default object for the camera children wants to move with (the body target),
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/// if not specified in a child rig. May be empty</summary>
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[Tooltip("Default object for the camera children wants to move with (the body target), "
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+ "if not specified in a child camera. May be empty if all of the children define targets of their own.")]
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[NoSaveDuringPlay]
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[VcamTargetProperty]
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public Transform m_Follow;
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/// <summary>When enabled, the current camera and blend will be indicated in the game window, for debugging</summary>
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[Tooltip("When enabled, the current child camera and blend will be indicated in the game window, for debugging")]
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public bool m_ShowDebugText;
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/// <summary>When enabled, the child vcams will cycle indefinitely instead of just stopping at the last one</summary>
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[Tooltip("When enabled, the child vcams will cycle indefinitely instead of just stopping at the last one")]
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public bool m_Loop;
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/// <summary>Internal API for the editor. Do not use this field</summary>
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[SerializeField][HideInInspector][NoSaveDuringPlay]
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internal CinemachineVirtualCameraBase[] m_ChildCameras;
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/// <summary>This represents a single entry in the instrunction list of the BlendListCamera.</summary>
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[Serializable]
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public struct Instruction
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{
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/// <summary>The virtual camera to activate when this instruction becomes active</summary>
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[Tooltip("The virtual camera to activate when this instruction becomes active")]
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public CinemachineVirtualCameraBase m_VirtualCamera;
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/// <summary>How long to wait (in seconds) before activating the next virtual camera in the list (if any)</summary>
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[Tooltip("How long to wait (in seconds) before activating the next virtual camera in the list (if any)")]
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public float m_Hold;
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/// <summary>How to blend to the next virtual camera in the list (if any)</summary>
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[CinemachineBlendDefinitionProperty]
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[Tooltip("How to blend to the next virtual camera in the list (if any)")]
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public CinemachineBlendDefinition m_Blend;
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};
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/// <summary>The set of instructions associating virtual cameras with states.
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/// The set of instructions for enabling child cameras</summary>
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[Tooltip("The set of instructions for enabling child cameras.")]
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public Instruction[] m_Instructions;
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/// <summary>Gets a brief debug description of this virtual camera, for use when displayiong debug info</summary>
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public override string Description
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{
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get
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{
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// Show the active camera and blend
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if (mActiveBlend != null)
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return mActiveBlend.Description;
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ICinemachineCamera vcam = LiveChild;
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if (vcam == null)
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return "(none)";
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var sb = CinemachineDebug.SBFromPool();
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sb.Append("["); sb.Append(vcam.Name); sb.Append("]");
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string text = sb.ToString();
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CinemachineDebug.ReturnToPool(sb);
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return text;
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}
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}
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void Reset()
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{
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m_LookAt = null;
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m_Follow = null;
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m_ShowDebugText = false;
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m_Loop = false;
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m_Instructions = null;
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m_ChildCameras = null;
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}
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/// <summary>Get the current "best" child virtual camera, that would be chosen
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/// if the State Driven Camera were active.</summary>
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public ICinemachineCamera LiveChild { get; set; }
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/// <summary>Check whether the vcam a live child of this camera.</summary>
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/// <param name="vcam">The Virtual Camera to check</param>
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/// <param name="dominantChildOnly">If truw, will only return true if this vcam is the dominat live child</param>
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/// <returns>True if the vcam is currently actively influencing the state of this vcam</returns>
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public override bool IsLiveChild(ICinemachineCamera vcam, bool dominantChildOnly = false)
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{
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return vcam == LiveChild || (mActiveBlend != null && mActiveBlend.Uses(vcam));
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}
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/// <summary>The State of the current live child</summary>
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public override CameraState State { get { return m_State; } }
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/// <summary>Get the current LookAt target. Returns parent's LookAt if parent
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/// is non-null and no specific LookAt defined for this camera</summary>
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override public Transform LookAt
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{
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get { return ResolveLookAt(m_LookAt); }
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set { m_LookAt = value; }
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}
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/// <summary>Get the current Follow target. Returns parent's Follow if parent
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/// is non-null and no specific Follow defined for this camera</summary>
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override public Transform Follow
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{
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get { return ResolveFollow(m_Follow); }
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set { m_Follow = value; }
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}
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/// <summary>This is called to notify the vcam that a target got warped,
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/// so that the vcam can update its internal state to make the camera
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/// also warp seamlessy.</summary>
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/// <param name="target">The object that was warped</param>
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/// <param name="positionDelta">The amount the target's position changed</param>
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public override void OnTargetObjectWarped(Transform target, Vector3 positionDelta)
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{
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UpdateListOfChildren();
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foreach (var vcam in m_ChildCameras)
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vcam.OnTargetObjectWarped(target, positionDelta);
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base.OnTargetObjectWarped(target, positionDelta);
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}
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/// <summary>
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/// Force the virtual camera to assume a given position and orientation
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/// </summary>
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/// <param name="pos">Worldspace pposition to take</param>
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/// <param name="rot">Worldspace orientation to take</param>
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public override void ForceCameraPosition(Vector3 pos, Quaternion rot)
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{
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UpdateListOfChildren();
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foreach (var vcam in m_ChildCameras)
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vcam.ForceCameraPosition(pos, rot);
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base.ForceCameraPosition(pos, rot);
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}
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/// <summary>Notification that this virtual camera is going live.</summary>
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/// <param name="fromCam">The camera being deactivated. May be null.</param>
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/// <param name="worldUp">Default world Up, set by the CinemachineBrain</param>
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/// <param name="deltaTime">Delta time for time-based effects (ignore if less than or equal to 0)</param>
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public override void OnTransitionFromCamera(
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ICinemachineCamera fromCam, Vector3 worldUp, float deltaTime)
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{
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base.OnTransitionFromCamera(fromCam, worldUp, deltaTime);
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InvokeOnTransitionInExtensions(fromCam, worldUp, deltaTime);
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mActivationTime = CinemachineCore.CurrentTime;
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mCurrentInstruction = 0;
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LiveChild = null;
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mActiveBlend = null;
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m_TransitioningFrom = fromCam;
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InternalUpdateCameraState(worldUp, deltaTime);
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}
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ICinemachineCamera m_TransitioningFrom;
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/// <summary>Called by CinemachineCore at designated update time
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/// so the vcam can position itself and track its targets. This implementation
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/// updates all the children, chooses the best one, and implements any required blending.</summary>
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/// <param name="worldUp">Default world Up, set by the CinemachineBrain</param>
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/// <param name="deltaTime">Delta time for time-based effects (ignore if less than or equal to 0)</param>
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public override void InternalUpdateCameraState(Vector3 worldUp, float deltaTime)
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{
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if (!PreviousStateIsValid)
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{
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mCurrentInstruction = -1;
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mActiveBlend = null;
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}
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UpdateListOfChildren();
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AdvanceCurrentInstruction(deltaTime);
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CinemachineVirtualCameraBase best = null;
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if (mCurrentInstruction >= 0 && mCurrentInstruction < m_Instructions.Length)
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best = m_Instructions[mCurrentInstruction].m_VirtualCamera;
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if (best != null)
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{
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if (!best.gameObject.activeInHierarchy)
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{
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best.gameObject.SetActive(true);
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best.UpdateCameraState(worldUp, deltaTime);
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}
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ICinemachineCamera previousCam = LiveChild;
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LiveChild = best;
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// Are we transitioning cameras?
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if (previousCam != LiveChild && LiveChild != null)
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{
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// Notify incoming camera of transition
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LiveChild.OnTransitionFromCamera(previousCam, worldUp, deltaTime);
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// Generate Camera Activation event in the brain if live
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CinemachineCore.Instance.GenerateCameraActivationEvent(LiveChild, previousCam);
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if (previousCam != null)
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{
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// Create a blend (will be null if a cut)
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mActiveBlend = CreateBlend(
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previousCam, LiveChild,
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m_Instructions[mCurrentInstruction].m_Blend,
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mActiveBlend);
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// If cutting, generate a camera cut event if live
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if (mActiveBlend == null || !mActiveBlend.Uses(previousCam))
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CinemachineCore.Instance.GenerateCameraCutEvent(LiveChild);
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}
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}
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}
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// Advance the current blend (if any)
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if (mActiveBlend != null)
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{
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mActiveBlend.TimeInBlend += (deltaTime >= 0) ? deltaTime : mActiveBlend.Duration;
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if (mActiveBlend.IsComplete)
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mActiveBlend = null;
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}
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if (mActiveBlend != null)
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{
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mActiveBlend.UpdateCameraState(worldUp, deltaTime);
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m_State = mActiveBlend.State;
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}
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else if (LiveChild != null)
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{
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if (m_TransitioningFrom != null)
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LiveChild.OnTransitionFromCamera(m_TransitioningFrom, worldUp, deltaTime);
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m_State = LiveChild.State;
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}
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m_TransitioningFrom = null;
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InvokePostPipelineStageCallback(
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this, CinemachineCore.Stage.Finalize, ref m_State, deltaTime);
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PreviousStateIsValid = true;
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}
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/// <summary>Makes sure the internal child cache is up to date</summary>
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protected override void OnEnable()
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{
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base.OnEnable();
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InvalidateListOfChildren();
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LiveChild = null;
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mActiveBlend = null;
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CinemachineDebug.OnGUIHandlers -= OnGuiHandler;
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CinemachineDebug.OnGUIHandlers += OnGuiHandler;
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}
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/// <summary>
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/// Uninstall the GUI handler
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/// </summary>
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protected override void OnDisable()
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{
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base.OnDisable();
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CinemachineDebug.OnGUIHandlers -= OnGuiHandler;
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}
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/// <summary>Makes sure the internal child cache is up to date</summary>
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void OnTransformChildrenChanged()
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{
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InvalidateListOfChildren();
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}
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/// Will only be called if Unity Editor - never in build
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private void OnGuiHandler()
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{
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#if CINEMACHINE_UNITY_IMGUI
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if (!m_ShowDebugText)
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CinemachineDebug.ReleaseScreenPos(this);
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else
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{
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var sb = CinemachineDebug.SBFromPool();
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sb.Append(Name); sb.Append(": "); sb.Append(Description);
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string text = sb.ToString();
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Rect r = CinemachineDebug.GetScreenPos(this, text, GUI.skin.box);
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GUI.Label(r, text, GUI.skin.box);
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CinemachineDebug.ReturnToPool(sb);
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}
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#endif
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}
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CameraState m_State = CameraState.Default;
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/// <summary>The list of child cameras. These are just the immediate children in the hierarchy.</summary>
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public CinemachineVirtualCameraBase[] ChildCameras { get { UpdateListOfChildren(); return m_ChildCameras; }}
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/// <summary>Is there a blend in progress?</summary>
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public bool IsBlending { get { return mActiveBlend != null; } }
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/// <summary>The time at which the current instruction went live</summary>
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float mActivationTime = -1;
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int mCurrentInstruction = 0;
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private CinemachineBlend mActiveBlend = null;
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void InvalidateListOfChildren() { m_ChildCameras = null; LiveChild = null; }
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void UpdateListOfChildren()
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{
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if (m_ChildCameras != null)
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return;
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List<CinemachineVirtualCameraBase> list = new List<CinemachineVirtualCameraBase>();
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CinemachineVirtualCameraBase[] kids = GetComponentsInChildren<CinemachineVirtualCameraBase>(true);
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foreach (CinemachineVirtualCameraBase k in kids)
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if (k.transform.parent == transform)
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list.Add(k);
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m_ChildCameras = list.ToArray();
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ValidateInstructions();
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}
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/// <summary>Internal API for the inspector editor.</summary>
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/// // GML todo: make this private, part of UpdateListOfChildren()
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internal void ValidateInstructions()
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{
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if (m_Instructions == null)
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m_Instructions = Array.Empty<Instruction>();
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for (int i = 0; i < m_Instructions.Length; ++i)
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{
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if (m_Instructions[i].m_VirtualCamera != null
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&& m_Instructions[i].m_VirtualCamera.transform.parent != transform)
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{
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m_Instructions[i].m_VirtualCamera = null;
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}
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}
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mActiveBlend = null;
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}
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private void AdvanceCurrentInstruction(float deltaTime)
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{
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if (m_ChildCameras == null || m_ChildCameras.Length == 0
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|| mActivationTime < 0 || m_Instructions.Length == 0)
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{
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mActivationTime = -1;
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mCurrentInstruction = -1;
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mActiveBlend = null;
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return;
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}
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float now = CinemachineCore.CurrentTime;
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if (mCurrentInstruction < 0 || deltaTime < 0)
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{
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mActivationTime = now;
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mCurrentInstruction = 0;
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}
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if (mCurrentInstruction > m_Instructions.Length - 1)
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{
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mActivationTime = now;
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mCurrentInstruction = m_Instructions.Length - 1;
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}
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var holdTime = m_Instructions[mCurrentInstruction].m_Hold
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+ m_Instructions[mCurrentInstruction].m_Blend.BlendTime;
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var minHold = mCurrentInstruction < m_Instructions.Length - 1 || m_Loop
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? 0 : float.MaxValue;
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if (now - mActivationTime > Mathf.Max(minHold, holdTime))
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{
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mActivationTime = now;
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++mCurrentInstruction;
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if (m_Loop && mCurrentInstruction == m_Instructions.Length)
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mCurrentInstruction = 0;
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}
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}
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}
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}
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