forked from BilalY/Rasagar
59 lines
2.4 KiB
C#
59 lines
2.4 KiB
C#
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using Cinemachine.Utility;
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using UnityEngine;
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using UnityEngine.Serialization;
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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 match the orientation of 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 CinemachineSameAsFollowTarget : CinemachineComponentBase
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{
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/// <summary>
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/// How much time it takes for the aim to catch up to the target's rotation
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/// </summary>
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[Tooltip("How much time it takes for the aim to catch up to the target's rotation")]
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[FormerlySerializedAs("m_AngularDamping")]
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public float m_Damping = 0;
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Quaternion m_PreviousReferenceOrientation = Quaternion.identity;
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/// <summary>True if component is enabled and has a Follow target 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.Aim; } }
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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>Orients the camera to match the Follow target's orientation</summary>
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/// <param name="curState">The current camera state</param>
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/// <param name="deltaTime">Not used.</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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Quaternion dampedOrientation = FollowTargetRotation;
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if (deltaTime >= 0)
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{
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float t = VirtualCamera.DetachedFollowTargetDamp(1, m_Damping, deltaTime);
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dampedOrientation = Quaternion.Slerp(
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m_PreviousReferenceOrientation, FollowTargetRotation, t);
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}
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m_PreviousReferenceOrientation = dampedOrientation;
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curState.RawOrientation = dampedOrientation;
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curState.ReferenceUp = dampedOrientation * Vector3.up;
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}
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}
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}
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