forked from BilalY/Rasagar
179 lines
8.5 KiB
C#
179 lines
8.5 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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namespace Cinemachine
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{
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/// <summary>
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/// Base class for a Cinemachine Virtual Camera extension module.
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/// Hooks into the Cinemachine Pipeline. Use this to add extra processing
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/// to the vcam, modifying its generated state
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/// </summary>
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[DocumentationSorting(DocumentationSortingAttribute.Level.API)]
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public abstract class CinemachineExtension : MonoBehaviour
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{
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/// <summary>Useful constant for very small floats</summary>
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protected const float Epsilon = Utility.UnityVectorExtensions.Epsilon;
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/// <summary>Get the CinemachineVirtualCamera to which this extension is attached</summary>
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public CinemachineVirtualCameraBase VirtualCamera
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{
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get
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{
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if (m_vcamOwner == null)
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m_vcamOwner = GetComponent<CinemachineVirtualCameraBase>();
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return m_vcamOwner;
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}
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}
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CinemachineVirtualCameraBase m_vcamOwner;
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/// <summary>Connect to virtual camera pipeline.
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/// Override implementations must call this base implementation</summary>
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protected virtual void Awake()
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{
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ConnectToVcam(true);
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}
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/// <summary>Does nothing. It's here for the little checkbox in the inspector.</summary>
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protected virtual void OnEnable() {}
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#if UNITY_EDITOR
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[UnityEditor.Callbacks.DidReloadScripts]
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static void OnScriptReload()
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{
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var extensions = Resources.FindObjectsOfTypeAll<CinemachineExtension>();
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// Sort by execution order
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System.Array.Sort(extensions, (x, y) =>
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UnityEditor.MonoImporter.GetExecutionOrder(UnityEditor.MonoScript.FromMonoBehaviour(x))
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- UnityEditor.MonoImporter.GetExecutionOrder(UnityEditor.MonoScript.FromMonoBehaviour(y)));
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foreach (var e in extensions)
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e.ConnectToVcam(true);
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}
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#endif
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/// <summary>Disconnect from virtual camera pipeline.
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/// Override implementations must call this base implementation</summary>
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protected virtual void OnDestroy()
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{
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ConnectToVcam(false);
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}
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internal void EnsureStarted() { ConnectToVcam(true); }
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/// <summary>Connect to virtual camera. Implementation must be safe to be called
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/// redundantly. Override implementations must call this base implementation</summary>
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/// <param name="connect">True if connecting, false if disconnecting</param>
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protected virtual void ConnectToVcam(bool connect)
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{
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if (connect && VirtualCamera == null)
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Debug.LogError("CinemachineExtension requires a Cinemachine Virtual Camera component");
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if (VirtualCamera != null)
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{
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if (connect)
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VirtualCamera.AddExtension(this);
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else
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VirtualCamera.RemoveExtension(this);
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}
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mExtraState = null;
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}
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/// <summary>Override this to do such things as offset the RefereceLookAt.
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/// Base class implementation does nothing.</summary>
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/// <param name="vcam">The virtual camera being processed</param>
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/// <param name="curState">Input state that must be mutated</param>
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/// <param name="deltaTime">The current applicable deltaTime</param>
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public virtual void PrePipelineMutateCameraStateCallback(
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CinemachineVirtualCameraBase vcam, ref CameraState curState, float deltaTime) {}
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/// <summary>Legacy support. This is only here to avoid changing the API
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/// to make PostPipelineStageCallback() public</summary>
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/// <param name="vcam">The virtual camera being processed</param>
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/// <param name="stage">The current pipeline stage</param>
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/// <param name="state">The current virtual camera state</param>
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/// <param name="deltaTime">The current applicable deltaTime</param>
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public void InvokePostPipelineStageCallback(
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CinemachineVirtualCameraBase vcam,
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CinemachineCore.Stage stage, ref CameraState state, float deltaTime)
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{
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PostPipelineStageCallback(vcam, stage, ref state, deltaTime);
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}
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/// <summary>
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/// This callback will be called after the virtual camera has implemented
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/// each stage in the pipeline. This method may modify the referenced state.
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/// If deltaTime less than 0, reset all state info and perform no damping.
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/// </summary>
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/// <param name="vcam">The virtual camera being processed</param>
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/// <param name="stage">The current pipeline stage</param>
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/// <param name="state">The current virtual camera state</param>
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/// <param name="deltaTime">The current applicable deltaTime</param>
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protected abstract void PostPipelineStageCallback(
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CinemachineVirtualCameraBase vcam,
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CinemachineCore.Stage stage, ref CameraState state, float deltaTime);
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/// <summary>This is called to notify the extension that a target got warped,
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/// so that the extension can update its internal state to make the camera
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/// also warp seamlessy. Base class implementation does nothing.</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 virtual void OnTargetObjectWarped(Transform target, Vector3 positionDelta) {}
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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 virtual void ForceCameraPosition(Vector3 pos, Quaternion rot) {}
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/// <summary>Notification that this virtual camera is going live.
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/// Base class implementation must be called by any overridden method.</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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/// <returns>True to request a vcam update of internal state</returns>
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public virtual bool OnTransitionFromCamera(
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ICinemachineCamera fromCam, Vector3 worldUp, float deltaTime) { return false; }
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/// <summary>
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/// Report maximum damping time needed for this extension.
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/// Only used in editor for timeline scrubbing.
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/// </summary>
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/// <returns>Highest damping setting in this extension</returns>
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public virtual float GetMaxDampTime() { return 0; }
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/// <summary>Extensions that require user input should implement this and return true.</summary>
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public virtual bool RequiresUserInput => false;
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/// <summary>Because extensions can be placed on manager cams and will in that
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/// case be called for all the vcam children, vcam-specific state information
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/// should be stored here. Just define a class to hold your state info
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/// and use it exclusively when calling this.</summary>
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/// /// <typeparam name="T">The type of the extra state class</typeparam>
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/// <param name="vcam">The virtual camera being processed</param>
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/// <returns>The extra state, cast as type T</returns>
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protected T GetExtraState<T>(ICinemachineCamera vcam) where T : class, new()
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{
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if (mExtraState == null)
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mExtraState = new Dictionary<ICinemachineCamera, System.Object>();
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System.Object extra = null;
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if (!mExtraState.TryGetValue(vcam, out extra))
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extra = mExtraState[vcam] = new T();
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return extra as T;
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}
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/// <summary>Inefficient method to get all extra state info for all vcams.
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/// Intended for Editor use only, not runtime!
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/// </summary>
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/// <typeparam name="T">The extra state type</typeparam>
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/// <returns>A dynamically-allocated list with all the extra states</returns>
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protected List<T> GetAllExtraStates<T>() where T : class, new()
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{
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var list = new List<T>();
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if (mExtraState != null)
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foreach (var v in mExtraState)
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list.Add(v.Value as T);
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return list;
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}
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private Dictionary<ICinemachineCamera, System.Object> mExtraState;
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}
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}
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