forked from BilalY/Rasagar
471 lines
20 KiB
C#
471 lines
20 KiB
C#
#if !UNITY_2019_3_OR_NEWER
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#define CINEMACHINE_PHYSICS
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#define CINEMACHINE_PHYSICS_2D
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#endif
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using System.Collections.Generic;
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using UnityEngine;
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using Cinemachine.Utility;
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namespace Cinemachine
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{
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#if CINEMACHINE_PHYSICS
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/// <summary>
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/// Cinemachine ClearShot is a "manager camera" that owns and manages a set of
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/// Virtual Camera gameObject children. When Live, the ClearShot will check the
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/// children, and choose the one with the best quality shot and make it Live.
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///
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/// This can be a very powerful tool. If the child cameras have CinemachineCollider
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/// extensions, they will analyze the scene for target obstructions, optimal target
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/// distance, and other items, and report their assessment of shot quality back to
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/// the ClearShot parent, who will then choose the best one. You can use this to set
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/// up complex multi-camera coverage of a scene, and be assured that a clear shot of
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/// the target will always be available.
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///
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/// If multiple child cameras have the same shot quality, the one with the highest
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/// priority will be chosen.
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///
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/// You can also define custom blends between the ClearShot children.
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/// </summary>
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[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
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[DisallowMultipleComponent]
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[ExecuteAlways]
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[ExcludeFromPreset]
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[AddComponentMenu("Cinemachine/CinemachineClearShot")]
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[HelpURL(Documentation.BaseURL + "manual/CinemachineClearShot.html")]
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public class CinemachineClearShot : CinemachineVirtualCameraBase
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{
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/// <summary>Default object for the camera children to look at (the aim target), if not specified in a child camera. May be empty.</summary>
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[Tooltip("Default object for the camera children to look at (the aim target), if not specified in a child camera. May be empty if all children specify targets of their own.")]
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[NoSaveDuringPlay]
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[VcamTargetProperty]
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public Transform m_LookAt = null;
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/// <summary>Default object for the camera children wants to move with (the body target), if not specified in a child camera. May be empty.</summary>
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[Tooltip("Default object for the camera children wants to move with (the body target), if not specified in a child camera. May be empty if all children specify targets of their own.")]
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[NoSaveDuringPlay]
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[VcamTargetProperty]
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public Transform m_Follow = null;
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/// <summary>When enabled, the current camera and blend will be indicated in the game window, for debugging</summary>
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[Tooltip("When enabled, the current child camera and blend will be indicated in the game window, for debugging")]
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[NoSaveDuringPlay]
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public bool m_ShowDebugText = false;
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/// <summary>Internal API for the editor. Do not use this filed.</summary>
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[SerializeField, HideInInspector, NoSaveDuringPlay]
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internal CinemachineVirtualCameraBase[] m_ChildCameras = null;
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/// <summary>Wait this many seconds before activating a new child camera</summary>
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[Tooltip("Wait this many seconds before activating a new child camera")]
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public float m_ActivateAfter;
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/// <summary>An active camera must be active for at least this many seconds</summary>
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[Tooltip("An active camera must be active for at least this many seconds")]
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public float m_MinDuration;
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/// <summary>If checked, camera choice will be randomized if multiple cameras are equally desirable. Otherwise, child list order will be used</summary>
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[Tooltip("If checked, camera choice will be randomized if multiple cameras are equally desirable. Otherwise, child list order and child camera priority will be used.")]
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public bool m_RandomizeChoice = false;
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/// <summary>The blend which is used if you don't explicitly define a blend between two Virtual Cameras</summary>
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[CinemachineBlendDefinitionProperty]
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[Tooltip("The blend which is used if you don't explicitly define a blend between two Virtual Cameras")]
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public CinemachineBlendDefinition m_DefaultBlend
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= new CinemachineBlendDefinition(CinemachineBlendDefinition.Style.Cut, 0);
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/// <summary>This is the asset which contains custom settings for specific blends</summary>
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[HideInInspector]
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public CinemachineBlenderSettings m_CustomBlends = null;
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/// <summary>Gets a brief debug description of this virtual camera, for use when displayiong debug info</summary>
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public override string Description
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{
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get
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{
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// Show the active camera and blend
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if (mActiveBlend != null)
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return mActiveBlend.Description;
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ICinemachineCamera vcam = LiveChild;
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if (vcam == null)
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return "(none)";
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var sb = CinemachineDebug.SBFromPool();
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sb.Append("["); sb.Append(vcam.Name); sb.Append("]");
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string text = sb.ToString();
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CinemachineDebug.ReturnToPool(sb);
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return text;
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}
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}
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/// <summary>Get the current "best" child virtual camera, that would be chosen
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/// if the ClearShot camera were active.</summary>
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public ICinemachineCamera LiveChild { get; set; }
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/// <summary>The CameraState of the currently live child</summary>
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public override CameraState State { get { return m_State; } }
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/// <summary>Check whether the vcam a live child of this camera.</summary>
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/// <param name="vcam">The Virtual Camera to check</param>
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/// <param name="dominantChildOnly">If truw, will only return true if this vcam is the dominat live child</param>
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/// <returns>True if the vcam is currently actively influencing the state of this vcam</returns>
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public override bool IsLiveChild(ICinemachineCamera vcam, bool dominantChildOnly = false)
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{
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return vcam == LiveChild || (mActiveBlend != null && mActiveBlend.Uses(vcam));
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}
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/// <summary>Get the current LookAt target. Returns parent's LookAt if parent
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/// is non-null and no specific LookAt defined for this camera</summary>
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override public Transform LookAt
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{
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get { return ResolveLookAt(m_LookAt); }
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set { m_LookAt = value; }
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}
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/// <summary>Get the current Follow target. Returns parent's Follow if parent
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/// is non-null and no specific Follow defined for this camera</summary>
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override public Transform Follow
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{
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get { return ResolveFollow(m_Follow); }
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set { m_Follow = value; }
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}
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/// <summary>This is called to notify the vcam that a target got warped,
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/// so that the vcam can update its internal state to make the camera
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/// also warp seamlessy.</summary>
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/// <param name="target">The object that was warped</param>
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/// <param name="positionDelta">The amount the target's position changed</param>
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public override void OnTargetObjectWarped(Transform target, Vector3 positionDelta)
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{
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UpdateListOfChildren();
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foreach (var vcam in m_ChildCameras)
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vcam.OnTargetObjectWarped(target, positionDelta);
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base.OnTargetObjectWarped(target, positionDelta);
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}
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/// <summary>
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/// Force the virtual camera to assume a given position and orientation
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/// </summary>
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/// <param name="pos">Worldspace pposition to take</param>
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/// <param name="rot">Worldspace orientation to take</param>
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public override void ForceCameraPosition(Vector3 pos, Quaternion rot)
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{
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UpdateListOfChildren();
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foreach (var vcam in m_ChildCameras)
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vcam.ForceCameraPosition(pos, rot);
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base.ForceCameraPosition(pos, rot);
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}
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/// <summary>Internal use only. Called by CinemachineCore at designated update time
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/// so the vcam can position itself and track its targets. This implementation
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/// updates all the children, chooses the best one, and implements any required blending.</summary>
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/// <param name="worldUp">Default world Up, set by the CinemachineBrain</param>
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/// <param name="deltaTime">Delta time for time-based effects (ignore if less than 0)</param>
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public override void InternalUpdateCameraState(Vector3 worldUp, float deltaTime)
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{
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// Choose the best camera
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UpdateListOfChildren();
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ICinemachineCamera previousCam = LiveChild;
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LiveChild = ChooseCurrentCamera(worldUp);
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// Are we transitioning cameras?
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if (previousCam != LiveChild && LiveChild != null)
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{
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// Notify incoming camera of transition
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LiveChild.OnTransitionFromCamera(previousCam, worldUp, deltaTime);
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// Generate Camera Activation event in the brain if live
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CinemachineCore.Instance.GenerateCameraActivationEvent(LiveChild, previousCam);
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// Are we transitioning cameras?
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if (previousCam != null)
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{
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// Create a blend (will be null if a cut)
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mActiveBlend = CreateBlend(
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previousCam, LiveChild,
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LookupBlend(previousCam, LiveChild), mActiveBlend);
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// If cutting, generate a camera cut event if live
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if (mActiveBlend == null || !mActiveBlend.Uses(previousCam))
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CinemachineCore.Instance.GenerateCameraCutEvent(LiveChild);
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}
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}
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// Advance the current blend (if any)
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if (mActiveBlend != null)
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{
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mActiveBlend.TimeInBlend += (deltaTime >= 0)
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? deltaTime : mActiveBlend.Duration;
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if (mActiveBlend.IsComplete)
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mActiveBlend = null;
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}
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if (mActiveBlend != null)
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{
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mActiveBlend.UpdateCameraState(worldUp, deltaTime);
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m_State = mActiveBlend.State;
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}
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else if (LiveChild != null)
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{
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if (m_TransitioningFrom != null)
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LiveChild.OnTransitionFromCamera(m_TransitioningFrom, worldUp, deltaTime);
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m_State = LiveChild.State;
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}
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m_TransitioningFrom = null;
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InvokePostPipelineStageCallback(this, CinemachineCore.Stage.Finalize, ref m_State, deltaTime);
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PreviousStateIsValid = true;
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}
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/// <summary>Makes sure the internal child cache is up to date</summary>
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protected override void OnEnable()
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{
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base.OnEnable();
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InvalidateListOfChildren();
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mActiveBlend = null;
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CinemachineDebug.OnGUIHandlers -= OnGuiHandler;
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CinemachineDebug.OnGUIHandlers += OnGuiHandler;
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}
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/// <summary>
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/// Uninstall the GUI handler
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/// </summary>
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protected override void OnDisable()
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{
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base.OnDisable();
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CinemachineDebug.OnGUIHandlers -= OnGuiHandler;
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}
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/// <summary>Makes sure the internal child cache is up to date</summary>
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public void OnTransformChildrenChanged()
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{
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InvalidateListOfChildren();
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UpdateListOfChildren();
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}
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/// Will only be called if Unity Editor - never in build
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private void OnGuiHandler()
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{
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if (!m_ShowDebugText)
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CinemachineDebug.ReleaseScreenPos(this);
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else
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{
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var sb = CinemachineDebug.SBFromPool();
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sb.Append(Name); sb.Append(": "); sb.Append(Description);
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string text = sb.ToString();
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Rect r = CinemachineDebug.GetScreenPos(this, text, GUI.skin.box);
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GUI.Label(r, text, GUI.skin.box);
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CinemachineDebug.ReturnToPool(sb);
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}
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}
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/// <summary>Is there a blend in progress?</summary>
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public bool IsBlending => mActiveBlend != null;
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/// <summary>
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/// Get the current active blend in progress. Will return null if no blend is in progress.
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/// </summary>
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public CinemachineBlend ActiveBlend => mActiveBlend;
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CameraState m_State = CameraState.Default;
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/// <summary>The list of child cameras. These are just the immediate children in the hierarchy.</summary>
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public CinemachineVirtualCameraBase[] ChildCameras
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{
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get { UpdateListOfChildren(); return m_ChildCameras; }
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}
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float mActivationTime = 0;
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float mPendingActivationTime = 0;
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ICinemachineCamera mPendingCamera;
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private CinemachineBlend mActiveBlend = null;
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void InvalidateListOfChildren()
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{
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m_ChildCameras = null;
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m_RandomizedChilden = null;
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LiveChild = null;
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}
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/// <summary>If RandomizeChoice is enabled, call this to re-randomize the children next frame.
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/// This is useful if you want to freshen up the shot.</summary>
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public void ResetRandomization()
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{
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m_RandomizedChilden = null;
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mRandomizeNow = true;
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}
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void UpdateListOfChildren()
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{
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if (m_ChildCameras != null)
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return;
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List<CinemachineVirtualCameraBase> list = new List<CinemachineVirtualCameraBase>();
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CinemachineVirtualCameraBase[] kids = GetComponentsInChildren<CinemachineVirtualCameraBase>(true);
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foreach (CinemachineVirtualCameraBase k in kids)
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if (k.transform.parent == transform)
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list.Add(k);
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m_ChildCameras = list.ToArray();
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// Zap the cached current instructions
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mActivationTime = mPendingActivationTime = 0;
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mPendingCamera = null;
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LiveChild = null;
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mActiveBlend = null;
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}
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private bool mRandomizeNow = false;
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private CinemachineVirtualCameraBase[] m_RandomizedChilden = null;
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private ICinemachineCamera ChooseCurrentCamera(Vector3 worldUp)
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{
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if (m_ChildCameras == null || m_ChildCameras.Length == 0)
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{
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mActivationTime = 0;
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return null;
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}
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CinemachineVirtualCameraBase[] childCameras = m_ChildCameras;
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if (!m_RandomizeChoice)
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m_RandomizedChilden = null;
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else if (m_ChildCameras.Length > 1)
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{
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if (m_RandomizedChilden == null)
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m_RandomizedChilden = Randomize(m_ChildCameras);
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childCameras = m_RandomizedChilden;
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}
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if (LiveChild != null && !LiveChild.VirtualCameraGameObject.activeSelf)
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LiveChild = null;
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ICinemachineCamera best = LiveChild;
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for (int i = 0; i < childCameras.Length; ++i)
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{
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CinemachineVirtualCameraBase vcam = childCameras[i];
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if (vcam != null && vcam.gameObject.activeInHierarchy)
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{
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// Choose the first in the list that is better than the current
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if (best == null
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|| vcam.State.ShotQuality > best.State.ShotQuality
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|| (vcam.State.ShotQuality == best.State.ShotQuality && vcam.Priority > best.Priority)
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|| (m_RandomizeChoice && mRandomizeNow && (ICinemachineCamera)vcam != LiveChild
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&& vcam.State.ShotQuality == best.State.ShotQuality
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&& vcam.Priority == best.Priority))
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{
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best = vcam;
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}
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}
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}
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mRandomizeNow = false;
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float now = CinemachineCore.CurrentTime;
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if (mActivationTime != 0)
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{
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// Is it active now?
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if (LiveChild == best)
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{
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// Yes, cancel any pending
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mPendingActivationTime = 0;
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mPendingCamera = null;
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return best;
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}
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// Is it pending?
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if (PreviousStateIsValid)
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{
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if (mPendingActivationTime != 0 && mPendingCamera == best)
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{
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// Has it been pending long enough, and are we allowed to switch away
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// from the active action?
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if ((now - mPendingActivationTime) > m_ActivateAfter
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&& (now - mActivationTime) > m_MinDuration)
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{
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// Yes, activate it now
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m_RandomizedChilden = null; // reshuffle the children
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mActivationTime = now;
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mPendingActivationTime = 0;
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mPendingCamera = null;
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return best;
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}
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return LiveChild;
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}
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}
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}
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// Neither active nor pending.
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mPendingActivationTime = 0; // cancel the pending, if any
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mPendingCamera = null;
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// Can we activate it now?
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if (PreviousStateIsValid && mActivationTime > 0)
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{
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if (m_ActivateAfter > 0
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|| (now - mActivationTime) < m_MinDuration)
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{
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// Too early - make it pending
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mPendingCamera = best;
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mPendingActivationTime = now;
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return LiveChild;
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}
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}
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// Activate now
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m_RandomizedChilden = null; // reshuffle the children
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mActivationTime = now;
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return best;
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}
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struct Pair { public int a; public float b; }
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CinemachineVirtualCameraBase[] Randomize(CinemachineVirtualCameraBase[] src)
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{
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List<Pair> pairs = new List<Pair>();
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for (int i = 0; i < src.Length; ++i)
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{
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Pair p = new Pair(); p.a = i; p.b = Random.Range(0, 1000f);
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pairs.Add(p);
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}
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pairs.Sort((p1, p2) => (int)p1.b - (int)p2.b);
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CinemachineVirtualCameraBase[] dst = new CinemachineVirtualCameraBase[src.Length];
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Pair[] result = pairs.ToArray();
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for (int i = 0; i < src.Length; ++i)
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dst[i] = src[result[i].a];
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return dst;
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}
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private CinemachineBlendDefinition LookupBlend(
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ICinemachineCamera fromKey, ICinemachineCamera toKey)
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{
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// Get the blend curve that's most appropriate for these cameras
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CinemachineBlendDefinition blend = m_DefaultBlend;
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if (m_CustomBlends != null)
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{
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string fromCameraName = (fromKey != null) ? fromKey.Name : string.Empty;
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string toCameraName = (toKey != null) ? toKey.Name : string.Empty;
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blend = m_CustomBlends.GetBlendForVirtualCameras(
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fromCameraName, toCameraName, blend);
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}
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if (CinemachineCore.GetBlendOverride != null)
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blend = CinemachineCore.GetBlendOverride(fromKey, toKey, blend, this);
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return blend;
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}
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/// <summary>Notification that this virtual camera is going live.
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/// This implementation resets the child randomization.</summary>
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/// <param name="fromCam">The camera being deactivated. May be null.</param>
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/// <param name="worldUp">Default world Up, set by the CinemachineBrain</param>
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/// <param name="deltaTime">Delta time for time-based effects (ignore if less than or equal to 0)</param>
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public override void OnTransitionFromCamera(
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ICinemachineCamera fromCam, Vector3 worldUp, float deltaTime)
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{
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base.OnTransitionFromCamera(fromCam, worldUp, deltaTime);
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InvokeOnTransitionInExtensions(fromCam, worldUp, deltaTime);
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m_TransitioningFrom = fromCam;
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if (m_RandomizeChoice && mActiveBlend == null)
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{
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m_RandomizedChilden = null;
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LiveChild = null;
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}
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InternalUpdateCameraState(worldUp, deltaTime);
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}
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ICinemachineCamera m_TransitioningFrom;
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}
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#endif
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}
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