forked from BilalY/Rasagar
54 lines
2.3 KiB
C#
54 lines
2.3 KiB
C#
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using Cinemachine.Utility;
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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 CinemachineComponent in the Aim section of the component pipeline.
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/// Its job is to place the camera on the Follow Target.
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/// </summary>
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[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
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[AddComponentMenu("")] // Don't display in add component menu
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[SaveDuringPlay]
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public class CinemachineHardLockToTarget : CinemachineComponentBase
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{
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/// <summary>
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/// How much time it takes for the position to catch up to the target's position
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/// </summary>
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[Tooltip("How much time it takes for the position to catch up to the target's position")]
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public float m_Damping = 0;
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Vector3 m_PreviousTargetPosition;
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/// <summary>True if component is enabled and has a LookAt defined</summary>
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public override bool IsValid { get { return enabled && FollowTarget != null; } }
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/// <summary>Get the Cinemachine Pipeline stage that this component implements.
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/// Always returns the Aim stage</summary>
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public override CinemachineCore.Stage Stage { get { return CinemachineCore.Stage.Body; } }
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/// <summary>
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/// Report maximum damping time needed for this component.
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/// </summary>
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/// <returns>Highest damping setting in this component</returns>
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public override float GetMaxDampTime() { return m_Damping; }
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/// <summary>Applies the composer rules and orients the camera accordingly</summary>
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/// <param name="curState">The current camera state</param>
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/// <param name="deltaTime">Used for calculating damping. If less than
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/// zero, then target will snap to the center of the dead zone.</param>
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public override void MutateCameraState(ref CameraState curState, float deltaTime)
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{
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if (!IsValid)
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return;
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Vector3 dampedPos = FollowTargetPosition;
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if (deltaTime >= 0)
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dampedPos = m_PreviousTargetPosition + VirtualCamera.DetachedFollowTargetDamp(
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dampedPos - m_PreviousTargetPosition, m_Damping, deltaTime);
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m_PreviousTargetPosition = dampedPos;
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curState.RawPosition = dampedPos;
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}
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}
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}
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