119 lines
4.1 KiB
C#
119 lines
4.1 KiB
C#
using UnityEngine;
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using Cinemachine;
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/// <summary>
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/// An add-on module for Cinemachine Virtual Camera that adds a final tweak to the camera
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/// comnposition. It is intended for use in a Timeline context, where you want to hand-adjust
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/// the output of procedural or recorded camera aiming.
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/// </summary>
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[AddComponentMenu("")] // Hide in menu
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[ExecuteAlways]
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[SaveDuringPlay]
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[HelpURL(Documentation.BaseURL + "manual/CinemachineRecomposer.html")]
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public class CinemachineRecomposer : CinemachineExtension
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{
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/// <summary>
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/// When to apply the adjustment
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/// </summary>
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[Tooltip("When to apply the adjustment")]
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public CinemachineCore.Stage m_ApplyAfter;
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/// <summary>
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/// Tilt the camera by this much
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/// </summary>
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[Tooltip("Tilt the camera by this much")]
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public float m_Tilt;
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/// <summary>
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/// Pan the camera by this much
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/// </summary>
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[Tooltip("Pan the camera by this much")]
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public float m_Pan;
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/// <summary>
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/// Roll the camera by this much
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/// </summary>
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[Tooltip("Roll the camera by this much")]
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public float m_Dutch;
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/// <summary>
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/// Scale the zoom by this amount (normal = 1)
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/// </summary>
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[Tooltip("Scale the zoom by this amount (normal = 1)")]
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public float m_ZoomScale;
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/// <summary>
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/// Lowering this value relaxes the camera's attention to the Follow target (normal = 1)
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/// </summary>
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[Range(0, 1)]
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[Tooltip("Lowering this value relaxes the camera's attention to the Follow target (normal = 1)")]
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public float m_FollowAttachment;
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/// <summary>
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/// Lowering this value relaxes the camera's attention to the LookAt target (normal = 1)
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/// </summary>
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[Range(0, 1)]
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[Tooltip("Lowering this value relaxes the camera's attention to the LookAt target (normal = 1)")]
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public float m_LookAtAttachment;
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private void Reset()
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{
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m_ApplyAfter = CinemachineCore.Stage.Finalize;
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m_Tilt = 0;
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m_Pan = 0;
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m_Dutch = 0;
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m_ZoomScale = 1;
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m_FollowAttachment = 1;
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m_LookAtAttachment = 1;
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}
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private void OnValidate()
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{
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m_ZoomScale = Mathf.Max(0.01f, m_ZoomScale);
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m_FollowAttachment = Mathf.Clamp01(m_FollowAttachment);
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m_LookAtAttachment = Mathf.Clamp01(m_LookAtAttachment);
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}
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/// <summary>Callback to set the target attachment</summary>
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/// <param name="vcam">The virtual camera being processed</param>
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/// <param name="curState">Input state that must be mutated</param>
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/// <param name="deltaTime">The current applicable deltaTime</param>
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public override void PrePipelineMutateCameraStateCallback(
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CinemachineVirtualCameraBase vcam, ref CameraState curState, float deltaTime)
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{
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vcam.FollowTargetAttachment = m_FollowAttachment;
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vcam.LookAtTargetAttachment = m_LookAtAttachment;
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}
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/// <summary>Callback to tweak the settings</summary>
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/// <param name="vcam">The virtual camera being processed</param>
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/// <param name="stage">The current pipeline stage</param>
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/// <param name="state">The current virtual camera state</param>
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/// <param name="deltaTime">The current applicable deltaTime</param>
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protected override void PostPipelineStageCallback(
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CinemachineVirtualCameraBase vcam,
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CinemachineCore.Stage stage, ref CameraState state, float deltaTime)
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{
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if (stage == m_ApplyAfter)
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{
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var lens = state.Lens;
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// Tilt by local X
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var qTilted = state.RawOrientation * Quaternion.AngleAxis(m_Tilt, Vector3.right);
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// Pan in world space
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var qDesired = Quaternion.AngleAxis(m_Pan, state.ReferenceUp) * qTilted;
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state.OrientationCorrection = Quaternion.Inverse(state.CorrectedOrientation) * qDesired;
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// And dutch at the end
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lens.Dutch += m_Dutch;
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// Finally zoom
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if (m_ZoomScale != 1)
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{
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lens.OrthographicSize *= m_ZoomScale;
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lens.FieldOfView *= m_ZoomScale;
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}
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state.Lens = lens;
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}
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}
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}
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