Rasagar/Library/PackageCache/com.unity.cinemachine/Runtime/Behaviours/CinemachineRecomposer.cs
2024-08-26 23:07:20 +03:00

119 lines
4.1 KiB
C#

using UnityEngine;
using Cinemachine;
/// <summary>
/// An add-on module for Cinemachine Virtual Camera that adds a final tweak to the camera
/// comnposition. It is intended for use in a Timeline context, where you want to hand-adjust
/// the output of procedural or recorded camera aiming.
/// </summary>
[AddComponentMenu("")] // Hide in menu
[ExecuteAlways]
[SaveDuringPlay]
[HelpURL(Documentation.BaseURL + "manual/CinemachineRecomposer.html")]
public class CinemachineRecomposer : CinemachineExtension
{
/// <summary>
/// When to apply the adjustment
/// </summary>
[Tooltip("When to apply the adjustment")]
public CinemachineCore.Stage m_ApplyAfter;
/// <summary>
/// Tilt the camera by this much
/// </summary>
[Tooltip("Tilt the camera by this much")]
public float m_Tilt;
/// <summary>
/// Pan the camera by this much
/// </summary>
[Tooltip("Pan the camera by this much")]
public float m_Pan;
/// <summary>
/// Roll the camera by this much
/// </summary>
[Tooltip("Roll the camera by this much")]
public float m_Dutch;
/// <summary>
/// Scale the zoom by this amount (normal = 1)
/// </summary>
[Tooltip("Scale the zoom by this amount (normal = 1)")]
public float m_ZoomScale;
/// <summary>
/// Lowering this value relaxes the camera's attention to the Follow target (normal = 1)
/// </summary>
[Range(0, 1)]
[Tooltip("Lowering this value relaxes the camera's attention to the Follow target (normal = 1)")]
public float m_FollowAttachment;
/// <summary>
/// Lowering this value relaxes the camera's attention to the LookAt target (normal = 1)
/// </summary>
[Range(0, 1)]
[Tooltip("Lowering this value relaxes the camera's attention to the LookAt target (normal = 1)")]
public float m_LookAtAttachment;
private void Reset()
{
m_ApplyAfter = CinemachineCore.Stage.Finalize;
m_Tilt = 0;
m_Pan = 0;
m_Dutch = 0;
m_ZoomScale = 1;
m_FollowAttachment = 1;
m_LookAtAttachment = 1;
}
private void OnValidate()
{
m_ZoomScale = Mathf.Max(0.01f, m_ZoomScale);
m_FollowAttachment = Mathf.Clamp01(m_FollowAttachment);
m_LookAtAttachment = Mathf.Clamp01(m_LookAtAttachment);
}
/// <summary>Callback to set the target attachment</summary>
/// <param name="vcam">The virtual camera being processed</param>
/// <param name="curState">Input state that must be mutated</param>
/// <param name="deltaTime">The current applicable deltaTime</param>
public override void PrePipelineMutateCameraStateCallback(
CinemachineVirtualCameraBase vcam, ref CameraState curState, float deltaTime)
{
vcam.FollowTargetAttachment = m_FollowAttachment;
vcam.LookAtTargetAttachment = m_LookAtAttachment;
}
/// <summary>Callback to tweak the settings</summary>
/// <param name="vcam">The virtual camera being processed</param>
/// <param name="stage">The current pipeline stage</param>
/// <param name="state">The current virtual camera state</param>
/// <param name="deltaTime">The current applicable deltaTime</param>
protected override void PostPipelineStageCallback(
CinemachineVirtualCameraBase vcam,
CinemachineCore.Stage stage, ref CameraState state, float deltaTime)
{
if (stage == m_ApplyAfter)
{
var lens = state.Lens;
// Tilt by local X
var qTilted = state.RawOrientation * Quaternion.AngleAxis(m_Tilt, Vector3.right);
// Pan in world space
var qDesired = Quaternion.AngleAxis(m_Pan, state.ReferenceUp) * qTilted;
state.OrientationCorrection = Quaternion.Inverse(state.CorrectedOrientation) * qDesired;
// And dutch at the end
lens.Dutch += m_Dutch;
// Finally zoom
if (m_ZoomScale != 1)
{
lens.OrthographicSize *= m_ZoomScale;
lens.FieldOfView *= m_ZoomScale;
}
state.Lens = lens;
}
}
}