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