using UnityEngine; using Cinemachine.Utility; using System.Collections.Generic; namespace Cinemachine { /// /// CinemachineMixingCamera is a "manager camera" that takes on the state of /// the weighted average of the states of its child virtual cameras. /// /// A fixed number of slots are made available for cameras, rather than a dynamic array. /// We do it this way in order to support weight animation from the Timeline. /// Timeline cannot animate array elements. /// [DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)] [DisallowMultipleComponent] [ExecuteAlways] [ExcludeFromPreset] [AddComponentMenu("Cinemachine/CinemachineMixingCamera")] [HelpURL(Documentation.BaseURL + "manual/CinemachineMixingCamera.html")] public class CinemachineMixingCamera : CinemachineVirtualCameraBase { /// The maximum number of tracked cameras. If you want to add /// more cameras, do it here in the source code, and be sure to add the /// extra member variables and to make the appropriate changes in /// GetWeight() and SetWeight(). /// The inspector will figure itself out based on this value. public const int MaxCameras = 8; /// Weight of the first tracked camera [Tooltip("The weight of the first tracked camera")] public float m_Weight0 = 0.5f; /// Weight of the second tracked camera [Tooltip("The weight of the second tracked camera")] public float m_Weight1 = 0.5f; /// Weight of the third tracked camera [Tooltip("The weight of the third tracked camera")] public float m_Weight2 = 0.5f; /// Weight of the fourth tracked camera [Tooltip("The weight of the fourth tracked camera")] public float m_Weight3 = 0.5f; /// Weight of the fifth tracked camera [Tooltip("The weight of the fifth tracked camera")] public float m_Weight4 = 0.5f; /// Weight of the sixth tracked camera [Tooltip("The weight of the sixth tracked camera")] public float m_Weight5 = 0.5f; /// Weight of the seventh tracked camera [Tooltip("The weight of the seventh tracked camera")] public float m_Weight6 = 0.5f; /// Weight of the eighth tracked camera [Tooltip("The weight of the eighth tracked camera")] public float m_Weight7 = 0.5f; /// Get the weight of the child at an index. /// The child index. Only immediate CinemachineVirtualCameraBase /// children are counted. /// The weight of the camera. Valid only if camera is active and enabled. public float GetWeight(int index) { switch (index) { case 0: return m_Weight0; case 1: return m_Weight1; case 2: return m_Weight2; case 3: return m_Weight3; case 4: return m_Weight4; case 5: return m_Weight5; case 6: return m_Weight6; case 7: return m_Weight7; } Debug.LogError("CinemachineMixingCamera: Invalid index: " + index); return 0; } /// Set the weight of the child at an index. /// The child index. Only immediate CinemachineVirtualCameraBase /// children are counted. /// The weight to set. Can be any non-negative number. public void SetWeight(int index, float w) { switch (index) { case 0: m_Weight0 = w; return; case 1: m_Weight1 = w; return; case 2: m_Weight2 = w; return; case 3: m_Weight3 = w; return; case 4: m_Weight4 = w; return; case 5: m_Weight5 = w; return; case 6: m_Weight6 = w; return; case 7: m_Weight7 = w; return; } Debug.LogError("CinemachineMixingCamera: Invalid index: " + index); } /// Get the weight of the child CinemachineVirtualCameraBase. /// The child camera. /// The weight of the camera. Valid only if camera is active and enabled. public float GetWeight(CinemachineVirtualCameraBase vcam) { ValidateListOfChildren(); int index; if (m_indexMap.TryGetValue(vcam, out index)) return GetWeight(index); Debug.LogError("CinemachineMixingCamera: Invalid child: " + ((vcam != null) ? vcam.Name : "(null)")); return 0; } /// Set the weight of the child CinemachineVirtualCameraBase. /// The child camera. /// The weight to set. Can be any non-negative number. public void SetWeight(CinemachineVirtualCameraBase vcam, float w) { ValidateListOfChildren(); int index; if (m_indexMap.TryGetValue(vcam, out index)) SetWeight(index, w); else Debug.LogError("CinemachineMixingCamera: Invalid child: " + ((vcam != null) ? vcam.Name : "(null)")); } /// Blended camera state private CameraState m_State = CameraState.Default; /// Get the current "best" child virtual camera, which is nominally /// the one with the greatest weight. private ICinemachineCamera LiveChild { get; set; } /// The blended CameraState public override CameraState State { get { return m_State; } } /// Not used override public Transform LookAt { get; set; } /// Not used override public Transform Follow { get; set; } /// This is called to notify the vcam that a target got warped, /// so that the vcam can update its internal state to make the camera /// also warp seamlessy. /// The object that was warped /// The amount the target's position changed public override void OnTargetObjectWarped(Transform target, Vector3 positionDelta) { ValidateListOfChildren(); foreach (var vcam in m_ChildCameras) vcam.OnTargetObjectWarped(target, positionDelta); base.OnTargetObjectWarped(target, positionDelta); } /// /// Force the virtual camera to assume a given position and orientation /// /// Worldspace pposition to take /// Worldspace orientation to take public override void ForceCameraPosition(Vector3 pos, Quaternion rot) { ValidateListOfChildren(); foreach (var vcam in m_ChildCameras) vcam.ForceCameraPosition(pos, rot); base.ForceCameraPosition(pos, rot); } /// Makes sure the internal child cache is up to date protected override void OnEnable() { base.OnEnable(); InvalidateListOfChildren(); } /// Makes sure the internal child cache is up to date public void OnTransformChildrenChanged() { InvalidateListOfChildren(); } /// Makes sure the weights are non-negative protected override void OnValidate() { base.OnValidate(); for (int i = 0; i < MaxCameras; ++i) SetWeight(i, Mathf.Max(0, GetWeight(i))); } /// Check whether the vcam a live child of this camera. /// The Virtual Camera to check /// If truw, will only return true if this vcam is the dominat live child /// True if the vcam is currently actively influencing the state of this vcam public override bool IsLiveChild(ICinemachineCamera vcam, bool dominantChildOnly = false) { CinemachineVirtualCameraBase[] children = ChildCameras; for (int i = 0; i < MaxCameras && i < children.Length; ++i) if ((ICinemachineCamera)children[i] == vcam) return GetWeight(i) > UnityVectorExtensions.Epsilon && children[i].isActiveAndEnabled; return false; } private CinemachineVirtualCameraBase[] m_ChildCameras; private Dictionary m_indexMap; /// Get the cached list of child cameras. /// These are just the immediate children in the hierarchy. /// Note: only the first entries of this list participate in the /// final blend, up to MaxCameras public CinemachineVirtualCameraBase[] ChildCameras { get { ValidateListOfChildren(); return m_ChildCameras; } } /// Invalidate the cached list of child cameras. protected void InvalidateListOfChildren() { m_ChildCameras = null; m_indexMap = null; LiveChild = null; } /// Rebuild the cached list of child cameras. protected void ValidateListOfChildren() { if (m_ChildCameras != null) return; m_indexMap = new Dictionary(); List list = new List(); CinemachineVirtualCameraBase[] kids = GetComponentsInChildren(true); foreach (CinemachineVirtualCameraBase k in kids) { if (k.transform.parent == transform) { int index = list.Count; list.Add(k); if (index < MaxCameras) m_indexMap.Add(k, index); } } m_ChildCameras = list.ToArray(); } /// Notification that this virtual camera is going live. /// The camera being deactivated. May be null. /// Default world Up, set by the CinemachineBrain /// Delta time for time-based effects (ignore if less than or equal to 0) public override void OnTransitionFromCamera( ICinemachineCamera fromCam, Vector3 worldUp, float deltaTime) { base.OnTransitionFromCamera(fromCam, worldUp, deltaTime); InvokeOnTransitionInExtensions(fromCam, worldUp, deltaTime); CinemachineVirtualCameraBase[] children = ChildCameras; for (int i = 0; i < MaxCameras && i < children.Length; ++i) children[i].OnTransitionFromCamera(fromCam, worldUp, deltaTime); InternalUpdateCameraState(worldUp, deltaTime); } /// Internal use only. Do not call this methid. /// Called by CinemachineCore at designated update time /// so the vcam can position itself and track its targets. This implementation /// computes and caches the weighted blend of the tracked cameras. /// Default world Up, set by the CinemachineBrain /// Delta time for time-based effects (ignore if less than 0) public override void InternalUpdateCameraState(Vector3 worldUp, float deltaTime) { CinemachineVirtualCameraBase[] children = ChildCameras; LiveChild = null; float highestWeight = 0; float totalWeight = 0; for (int i = 0; i < MaxCameras && i < children.Length; ++i) { CinemachineVirtualCameraBase vcam = children[i]; if (vcam.isActiveAndEnabled) { float weight = Mathf.Max(0, GetWeight(i)); if (weight > UnityVectorExtensions.Epsilon) { totalWeight += weight; if (totalWeight == weight) m_State = vcam.State; else m_State = CameraState.Lerp(m_State, vcam.State, weight / totalWeight); if (weight > highestWeight) { highestWeight = weight; LiveChild = vcam; } } } } InvokePostPipelineStageCallback( this, CinemachineCore.Stage.Finalize, ref m_State, deltaTime); } } }