forked from BilalY/Rasagar
930 lines
44 KiB
C#
930 lines
44 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Cinemachine.Utility;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace Cinemachine
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{
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/// <summary>
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/// Base class for a Monobehaviour that represents a Virtual Camera within the Unity scene.
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///
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/// This is intended to be attached to an empty Transform GameObject.
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/// Inherited classes can be either standalone virtual cameras such
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/// as CinemachineVirtualCamera, or meta-cameras such as
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/// CinemachineClearShot or CinemachineFreeLook.
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///
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/// A CinemachineVirtualCameraBase exposes a Priority property. When the behaviour is
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/// enabled in the game, the Virtual Camera is automatically placed in a queue
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/// maintained by the static CinemachineCore singleton.
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/// The queue is sorted by priority. When a Unity camera is equipped with a
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/// CinemachineBrain behaviour, the brain will choose the camera
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/// at the head of the queue. If you have multiple Unity cameras with CinemachineBrain
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/// behaviours (say in a split-screen context), then you can filter the queue by
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/// setting the culling flags on the virtual cameras. The culling mask of the
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/// Unity Camera will then act as a filter for the brain. Apart from this,
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/// there is nothing that prevents a virtual camera from controlling multiple
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/// Unity cameras simultaneously.
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/// </summary>
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[SaveDuringPlay]
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public abstract class CinemachineVirtualCameraBase : MonoBehaviour, ICinemachineCamera, ISerializationCallbackReceiver
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{
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/// <summary>Inspector control - Use for hiding sections of the Inspector UI.</summary>
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[HideInInspector, SerializeField, NoSaveDuringPlay]
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public string[] m_ExcludedPropertiesInInspector = new string[] { "m_Script" };
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/// <summary>Inspector control - Use for enabling sections of the Inspector UI.</summary>
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[HideInInspector, SerializeField, NoSaveDuringPlay]
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public CinemachineCore.Stage[] m_LockStageInInspector;
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/// <summary>Version that was last streamed, for upgrading legacy</summary>
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public int ValidatingStreamVersion
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{
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get { return m_OnValidateCalled ? m_ValidatingStreamVersion : CinemachineCore.kStreamingVersion; }
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private set { m_ValidatingStreamVersion = value; }
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}
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private int m_ValidatingStreamVersion = 0;
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private bool m_OnValidateCalled = false;
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[HideInInspector, SerializeField, NoSaveDuringPlay]
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private int m_StreamingVersion;
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/// <summary>The priority will determine which camera becomes active based on the
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/// state of other cameras and this camera. Higher numbers have greater priority.
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/// </summary>
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[NoSaveDuringPlay]
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[Tooltip("The priority will determine which camera becomes active based on the state of "
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+ "other cameras and this camera. Higher numbers have greater priority.")]
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public int m_Priority = 10;
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/// <summary>A sequence number that represents object activation order of vcams.
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/// Used for priority sorting.</summary>
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internal int m_ActivationId;
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/// <summary>
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/// This must be set every frame at the start of the pipeline to relax the virtual camera's
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/// attachment to the target. Range is 0...1.
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/// 1 is full attachment, and is the normal state.
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/// 0 is no attachment, and virtual camera will behave as if no Follow
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/// targets are set.
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/// </summary>
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[NonSerialized]
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public float FollowTargetAttachment;
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/// <summary>
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/// This must be set every frame at the start of the pipeline to relax the virtual camera's
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/// attachment to the target. Range is 0...1.
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/// 1 is full attachment, and is the normal state.
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/// 0 is no attachment, and virtual camera will behave as if no LookAt
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/// targets are set.
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/// </summary>
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[NonSerialized]
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public float LookAtTargetAttachment;
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/// <summary>
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/// How often to update a virtual camera when it is in Standby mode
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/// </summary>
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public enum StandbyUpdateMode
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{
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/// <summary>Only update if the virtual camera is Live</summary>
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Never,
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/// <summary>Update the virtual camera every frame, even when it is not Live</summary>
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Always,
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/// <summary>Update the virtual camera occasionally, the exact frequency depends
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/// on how many other virtual cameras are in Standby</summary>
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RoundRobin
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};
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/// <summary>When the virtual camera is not live, this is how often the virtual camera will
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/// be updated. Set this to tune for performance. Most of the time Never is fine, unless
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/// the virtual camera is doing shot evaluation.
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/// </summary>
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[Tooltip("When the virtual camera is not live, this is how often the virtual camera will be updated. "
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+ "Set this to tune for performance. Most of the time Never is fine, "
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+ "unless the virtual camera is doing shot evaluation.")]
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public StandbyUpdateMode m_StandbyUpdate = StandbyUpdateMode.RoundRobin;
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/// <summary>
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/// Query components and extensions for the maximum damping time.
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/// Base class implementation queries extensions.
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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 vcam</returns>
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public virtual float GetMaxDampTime()
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{
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float maxDamp = 0;
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if (mExtensions != null)
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for (int i = 0; i < mExtensions.Count; ++i)
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maxDamp = Mathf.Max(maxDamp, mExtensions[i].GetMaxDampTime());
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return maxDamp;
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}
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/// <summary>Get a damped version of a quantity. This is the portion of the
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/// quantity that will take effect over the given time.
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/// This method takes the target attachment into account. For general
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/// damping without consideration of target attachment, use Damper.Damp()</summary>
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/// <param name="initial">The amount that will be damped</param>
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/// <param name="dampTime">The rate of damping. This is the time it would
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/// take to reduce the original amount to a negligible percentage</param>
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/// <param name="deltaTime">The time over which to damp</param>
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/// <returns>The damped amount. This will be the original amount scaled by
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/// a value between 0 and 1.</returns>
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public float DetachedFollowTargetDamp(float initial, float dampTime, float deltaTime)
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{
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dampTime = Mathf.Lerp(Mathf.Max(1, dampTime), dampTime, FollowTargetAttachment);
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deltaTime = Mathf.Lerp(0, deltaTime, FollowTargetAttachment);
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return Damper.Damp(initial, dampTime, deltaTime);
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}
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/// <summary>Get a damped version of a quantity. This is the portion of the
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/// quantity that will take effect over the given time.
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/// This method takes the target attachment into account. For general
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/// damping without consideration of target attachment, use Damper.Damp()</summary>
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/// <param name="initial">The amount that will be damped</param>
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/// <param name="dampTime">The rate of damping. This is the time it would
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/// take to reduce the original amount to a negligible percentage</param>
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/// <param name="deltaTime">The time over which to damp</param>
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/// <returns>The damped amount. This will be the original amount scaled by
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/// a value between 0 and 1.</returns>
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public Vector3 DetachedFollowTargetDamp(Vector3 initial, Vector3 dampTime, float deltaTime)
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{
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dampTime = Vector3.Lerp(Vector3.Max(Vector3.one, dampTime), dampTime, FollowTargetAttachment);
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deltaTime = Mathf.Lerp(0, deltaTime, FollowTargetAttachment);
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return Damper.Damp(initial, dampTime, deltaTime);
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}
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/// <summary>Get a damped version of a quantity. This is the portion of the
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/// quantity that will take effect over the given time.
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/// This method takes the target attachment into account. For general
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/// damping without consideration of target attachment, use Damper.Damp()</summary>
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/// <param name="initial">The amount that will be damped</param>
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/// <param name="dampTime">The rate of damping. This is the time it would
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/// take to reduce the original amount to a negligible percentage</param>
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/// <param name="deltaTime">The time over which to damp</param>
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/// <returns>The damped amount. This will be the original amount scaled by
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/// a value between 0 and 1.</returns>
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public Vector3 DetachedFollowTargetDamp(Vector3 initial, float dampTime, float deltaTime)
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{
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dampTime = Mathf.Lerp(Mathf.Max(1, dampTime), dampTime, FollowTargetAttachment);
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deltaTime = Mathf.Lerp(0, deltaTime, FollowTargetAttachment);
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return Damper.Damp(initial, dampTime, deltaTime);
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}
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/// <summary>Get a damped version of a quantity. This is the portion of the
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/// quantity that will take effect over the given time.
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/// This method takes the target attachment into account. For general
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/// damping without consideration of target attachment, use Damper.Damp()</summary>
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/// <param name="initial">The amount that will be damped</param>
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/// <param name="dampTime">The rate of damping. This is the time it would
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/// take to reduce the original amount to a negligible percentage</param>
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/// <param name="deltaTime">The time over which to damp</param>
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/// <returns>The damped amount. This will be the original amount scaled by
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/// a value between 0 and 1.</returns>
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public float DetachedLookAtTargetDamp(float initial, float dampTime, float deltaTime)
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{
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dampTime = Mathf.Lerp(Mathf.Max(1, dampTime), dampTime, LookAtTargetAttachment);
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deltaTime = Mathf.Lerp(0, deltaTime, LookAtTargetAttachment);
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return Damper.Damp(initial, dampTime, deltaTime);
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}
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/// <summary>Get a damped version of a quantity. This is the portion of the
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/// quantity that will take effect over the given time.
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/// This method takes the target attachment into account. For general
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/// damping without consideration of target attachment, use Damper.Damp()</summary>
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/// <param name="initial">The amount that will be damped</param>
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/// <param name="dampTime">The rate of damping. This is the time it would
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/// take to reduce the original amount to a negligible percentage</param>
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/// <param name="deltaTime">The time over which to damp</param>
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/// <returns>The damped amount. This will be the original amount scaled by
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/// a value between 0 and 1.</returns>
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public Vector3 DetachedLookAtTargetDamp(Vector3 initial, Vector3 dampTime, float deltaTime)
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{
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dampTime = Vector3.Lerp(Vector3.Max(Vector3.one, dampTime), dampTime, LookAtTargetAttachment);
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deltaTime = Mathf.Lerp(0, deltaTime, LookAtTargetAttachment);
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return Damper.Damp(initial, dampTime, deltaTime);
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}
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/// <summary>Get a damped version of a quantity. This is the portion of the
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/// quantity that will take effect over the given time.
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/// This method takes the target attachment into account. For general
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/// damping without consideration of target attachment, use Damper.Damp()</summary>
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/// <param name="initial">The amount that will be damped</param>
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/// <param name="dampTime">The rate of damping. This is the time it would
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/// take to reduce the original amount to a negligible percentage</param>
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/// <param name="deltaTime">The time over which to damp</param>
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/// <returns>The damped amount. This will be the original amount scaled by
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/// a value between 0 and 1.</returns>
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public Vector3 DetachedLookAtTargetDamp(Vector3 initial, float dampTime, float deltaTime)
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{
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dampTime = Mathf.Lerp(Mathf.Max(1, dampTime), dampTime, LookAtTargetAttachment);
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deltaTime = Mathf.Lerp(0, deltaTime, LookAtTargetAttachment);
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return Damper.Damp(initial, dampTime, deltaTime);
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}
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/// <summary>
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/// A delegate to hook into the state calculation pipeline.
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/// This will be called after each pipeline stage, to allow others to hook into the pipeline.
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/// See CinemachineCore.Stage.
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/// </summary>
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/// <param name="extension">The extension to add.</param>
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public virtual void AddExtension(CinemachineExtension extension)
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{
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if (mExtensions == null)
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mExtensions = new List<CinemachineExtension>();
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else
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mExtensions.Remove(extension);
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mExtensions.Add(extension);
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}
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/// <summary>Remove a Pipeline stage hook callback.</summary>
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/// <param name="extension">The extension to remove.</param>
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public virtual void RemoveExtension(CinemachineExtension extension)
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{
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if (mExtensions != null)
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mExtensions.Remove(extension);
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}
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/// <summary> The extensions connected to this vcam</summary>
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internal List<CinemachineExtension> mExtensions { get; private set; }
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/// <summary>
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/// Invokes the PostPipelineStageDelegate for this camera, and up the hierarchy for all
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/// parent cameras (if any).
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/// Implementaion must be sure to call this after each pipeline stage, to allow
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/// other services to hook into the pipeline.
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/// See CinemachineCore.Stage.
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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="newState">The current virtual camera state</param>
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/// <param name="deltaTime">The current applicable deltaTime</param>
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protected void InvokePostPipelineStageCallback(
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CinemachineVirtualCameraBase vcam, CinemachineCore.Stage stage,
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ref CameraState newState, float deltaTime)
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{
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if (mExtensions != null)
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{
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for (int i = 0; i < mExtensions.Count; ++i)
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{
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var e = mExtensions[i];
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if (e == null)
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{
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// Object was deleted (possibly because of Undo in the editor)
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mExtensions.RemoveAt(i);
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--i;
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}
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else if (e.enabled)
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e.InvokePostPipelineStageCallback(vcam, stage, ref newState, deltaTime);
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}
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}
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CinemachineVirtualCameraBase parent = ParentCamera as CinemachineVirtualCameraBase;
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if (parent != null)
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parent.InvokePostPipelineStageCallback(vcam, stage, ref newState, deltaTime);
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}
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/// <summary>
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/// Invokes the PrePipelineMutateCameraStateCallback for this camera,
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/// and up the hierarchy for all parent cameras (if any).
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/// Implementaion must be sure to call this after each pipeline stage, to allow
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/// other services to hook into the pipeline.
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/// See CinemachineCore.Stage.
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/// </summary>
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/// <param name="vcam">The virtual camera being processed</param>
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/// <param name="newState">The current virtual camera state</param>
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/// <param name="deltaTime">The current applicable deltaTime</param>
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protected void InvokePrePipelineMutateCameraStateCallback(
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CinemachineVirtualCameraBase vcam, ref CameraState newState, float deltaTime)
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{
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if (mExtensions != null)
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{
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for (int i = 0; i < mExtensions.Count; ++i)
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{
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var e = mExtensions[i];
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if (e == null)
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{
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// Object was deleted (possibly because of Undo in the editor)
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mExtensions.RemoveAt(i);
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--i;
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}
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else if (e.enabled)
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e.PrePipelineMutateCameraStateCallback(vcam, ref newState, deltaTime);
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}
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}
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CinemachineVirtualCameraBase parent = ParentCamera as CinemachineVirtualCameraBase;
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if (parent != null)
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parent.InvokePrePipelineMutateCameraStateCallback(vcam, ref newState, deltaTime);
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}
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/// <summary>
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/// Invokes the OnTransitionFromCamera for all extensions on this camera
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/// </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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protected bool InvokeOnTransitionInExtensions(
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ICinemachineCamera fromCam, Vector3 worldUp, float deltaTime)
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{
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bool forceUpdate = false;
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if (mExtensions != null)
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{
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for (int i = 0; i < mExtensions.Count; ++i)
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{
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var e = mExtensions[i];
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if (e == null)
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{
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// Object was deleted (possibly because of Undo in the editor)
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mExtensions.RemoveAt(i);
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--i;
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}
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else if (e.enabled && e.OnTransitionFromCamera(fromCam, worldUp, deltaTime))
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forceUpdate = true;
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}
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}
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return forceUpdate;
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}
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/// <summary>Get the name of the Virtual Camera. Base implementation
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/// returns the owner GameObject's name.</summary>
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public string Name => name;
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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 virtual string Description => "";
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/// <summary>Get the Priority of the virtual camera. This determines its placement
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/// in the CinemachineCore's queue of eligible shots.</summary>
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public int Priority {
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get => m_Priority;
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set => m_Priority = value;
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}
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/// <summary>Hint for blending to and from this virtual camera</summary>
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public enum BlendHint
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{
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/// <summary>Standard linear position and aim blend</summary>
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None,
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/// <summary>Spherical blend about LookAt target position if there is a LookAt target, linear blend between LookAt targets</summary>
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SphericalPosition,
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/// <summary>Cylindrical blend about LookAt target position if there is a LookAt target (vertical co-ordinate is linearly interpolated), linear blend between LookAt targets</summary>
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CylindricalPosition,
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/// <summary>Standard linear position blend, radial blend between LookAt targets</summary>
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ScreenSpaceAimWhenTargetsDiffer
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}
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/// <summary>Applies a position blend hint to a camera state</summary>
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/// <param name="state">The state to apply the hint to</param>
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/// <param name="hint">The hint to apply</param>
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protected void ApplyPositionBlendMethod(ref CameraState state, BlendHint hint)
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{
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switch (hint)
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{
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default:
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break;
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case BlendHint.SphericalPosition:
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state.BlendHint |= CameraState.BlendHintValue.SphericalPositionBlend;
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break;
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case BlendHint.CylindricalPosition:
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state.BlendHint |= CameraState.BlendHintValue.CylindricalPositionBlend;
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break;
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case BlendHint.ScreenSpaceAimWhenTargetsDiffer:
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state.BlendHint |= CameraState.BlendHintValue.RadialAimBlend;
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break;
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}
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}
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/// <summary>The GameObject owner of the Virtual Camera behaviour.</summary>
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public GameObject VirtualCameraGameObject
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{
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get
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{
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if (this == null)
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return null; // object deleted
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return gameObject;
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}
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}
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/// <summary>Returns false if the object has been deleted</summary>
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public bool IsValid => !(this == null);
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/// <summary>The CameraState object holds all of the information
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/// necessary to position the Unity camera. It is the output of this class.</summary>
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public abstract CameraState State { get; }
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/// <summary>Support for meta-virtual-cameras. This is the situation where a
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/// virtual camera is in fact the public face of a private army of virtual cameras, which
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/// it manages on its own. This method gets the VirtualCamera owner, if any.
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/// Private armies are implemented as Transform children of the parent vcam.</summary>
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public ICinemachineCamera ParentCamera
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{
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get
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{
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if (!mSlaveStatusUpdated || !Application.isPlaying)
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UpdateSlaveStatus();
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return m_parentVcam;
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}
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}
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/// <summary>Check whether the vcam a live child of this camera.
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/// This base class implementation always returns false.</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 virtual bool IsLiveChild(ICinemachineCamera vcam, bool dominantChildOnly = false) { return false; }
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/// <summary>Get the LookAt target for the Aim component in the Cinemachine pipeline.</summary>
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public abstract Transform LookAt { get; set; }
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/// <summary>Get the Follow target for the Body component in the Cinemachine pipeline.</summary>
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public abstract Transform Follow { get; set; }
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/// <summary>Set this to force the next update to ignore state from the previous frame.
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/// This is useful, for example, if you want to cancel damping or other time-based processing.</summary>
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public virtual bool PreviousStateIsValid { get; set; }
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/// <summary>
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/// Update the camera's state.
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/// The implementation must guarantee against multiple calls per frame, and should
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/// use CinemachineCore.UpdateVirtualCamera(ICinemachineCamera, Vector3, float), which
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/// has protection against multiple calls per frame.
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|
/// </summary>
|
|
/// <param name="worldUp">Default world Up, set by the CinemachineBrain</param>
|
|
/// <param name="deltaTime">Delta time for time-based effects (ignore if less than 0)</param>
|
|
public void UpdateCameraState(Vector3 worldUp, float deltaTime)
|
|
{
|
|
CinemachineCore.Instance.UpdateVirtualCamera(this, worldUp, deltaTime);
|
|
}
|
|
|
|
/// <summary>Internal use only. Do not call this method.
|
|
/// Called by CinemachineCore at designated update time
|
|
/// so the vcam can position itself and track its targets.
|
|
/// Do not call this method. Let the framework do it at the appropriate time</summary>
|
|
/// <param name="worldUp">Default world Up, set by the CinemachineBrain</param>
|
|
/// <param name="deltaTime">Delta time for time-based effects (ignore if less than 0)</param>
|
|
public abstract void InternalUpdateCameraState(Vector3 worldUp, float deltaTime);
|
|
|
|
/// <summary> Collection of parameters that influence how this virtual camera transitions from
|
|
/// other virtual cameras </summary>
|
|
[Serializable]
|
|
public struct TransitionParams
|
|
{
|
|
/// <summary>Hint for blending positions to and from this virtual camera</summary>
|
|
[Tooltip("Hint for blending positions to and from this virtual camera")]
|
|
[FormerlySerializedAs("m_PositionBlending")]
|
|
public BlendHint m_BlendHint;
|
|
|
|
/// <summary>When this virtual camera goes Live, attempt to force the position to be the same as the current position of the Unity Camera</summary>
|
|
[Tooltip("When this virtual camera goes Live, attempt to force the position to be the same as the current position of the Unity Camera")]
|
|
public bool m_InheritPosition;
|
|
|
|
/// <summary>This event fires when the virtual camera goes Live</summary>
|
|
[Tooltip("This event fires when the virtual camera goes Live")]
|
|
public CinemachineBrain.VcamActivatedEvent m_OnCameraLive;
|
|
}
|
|
|
|
/// <summary>Notification that this virtual camera is going live.
|
|
/// Base class implementation must be called by any overridden method.</summary>
|
|
/// <param name="fromCam">The camera being deactivated. May be null.</param>
|
|
/// <param name="worldUp">Default world Up, set by the CinemachineBrain</param>
|
|
/// <param name="deltaTime">Delta time for time-based effects (ignore if less than or equal to 0)</param>
|
|
public virtual void OnTransitionFromCamera(
|
|
ICinemachineCamera fromCam, Vector3 worldUp, float deltaTime)
|
|
{
|
|
if (!gameObject.activeInHierarchy)
|
|
PreviousStateIsValid = false;
|
|
}
|
|
|
|
/// <summary>Maintains the global vcam registry. Always call the base class implementation.</summary>
|
|
protected virtual void OnDestroy()
|
|
{
|
|
CinemachineCore.Instance.CameraDestroyed(this);
|
|
}
|
|
|
|
/// <summary>Base class implementation makes sure the priority queue remains up-to-date.</summary>
|
|
protected virtual void OnTransformParentChanged()
|
|
{
|
|
CinemachineCore.Instance.CameraDisabled(this);
|
|
CinemachineCore.Instance.CameraEnabled(this);
|
|
UpdateSlaveStatus();
|
|
UpdateVcamPoolStatus();
|
|
}
|
|
|
|
bool m_WasStarted;
|
|
|
|
/// <summary>Derived classes should call base class implementation.</summary>
|
|
protected virtual void Start()
|
|
{
|
|
m_WasStarted = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns true, when the vcam has an extension that requires user input.
|
|
/// </summary>
|
|
internal virtual bool RequiresUserInput()
|
|
{
|
|
return mExtensions != null && mExtensions.Any(extension => extension != null && extension.RequiresUserInput);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called on inactive object when being artificially activated by timeline.
|
|
/// This is necessary because Awake() isn't called on inactive gameObjects.
|
|
/// </summary>
|
|
internal void EnsureStarted()
|
|
{
|
|
if (!m_WasStarted)
|
|
{
|
|
m_WasStarted = true;
|
|
var extensions = GetComponentsInChildren<CinemachineExtension>();
|
|
for (int i = 0; i < extensions.Length; ++i)
|
|
extensions[i].EnsureStarted();
|
|
}
|
|
}
|
|
|
|
#if UNITY_EDITOR
|
|
[UnityEditor.Callbacks.DidReloadScripts]
|
|
static void OnScriptReload()
|
|
{
|
|
var vcams = Resources.FindObjectsOfTypeAll(
|
|
typeof(CinemachineVirtualCameraBase)) as CinemachineVirtualCameraBase[];
|
|
foreach (var vcam in vcams)
|
|
vcam.LookAtTargetChanged = vcam.FollowTargetChanged = true;
|
|
}
|
|
#endif
|
|
|
|
/// <summary>
|
|
/// Locate the first component that implements AxisState.IInputAxisProvider.
|
|
/// </summary>
|
|
/// <returns>The first AxisState.IInputAxisProvider or null if none</returns>
|
|
public AxisState.IInputAxisProvider GetInputAxisProvider()
|
|
{
|
|
var components = GetComponentsInChildren<MonoBehaviour>();
|
|
for (int i = 0; i < components.Length; ++i)
|
|
{
|
|
var provider = components[i] as AxisState.IInputAxisProvider;
|
|
if (provider != null)
|
|
return provider;
|
|
}
|
|
return null;
|
|
}
|
|
|
|
/// <summary>Enforce bounds for fields, when changed in inspector.
|
|
/// Call base class implementation at the beginning of overridden method.
|
|
/// After base method is called, ValidatingStreamVersion will be valid.</summary>
|
|
protected virtual void OnValidate()
|
|
{
|
|
m_OnValidateCalled = true;
|
|
ValidatingStreamVersion = m_StreamingVersion;
|
|
m_StreamingVersion = CinemachineCore.kStreamingVersion;
|
|
}
|
|
|
|
/// <summary>Base class implementation adds the virtual camera from the priority queue.</summary>
|
|
protected virtual void OnEnable()
|
|
{
|
|
UpdateSlaveStatus();
|
|
UpdateVcamPoolStatus(); // Add to queue
|
|
if (!CinemachineCore.Instance.IsLive(this))
|
|
PreviousStateIsValid = false;
|
|
CinemachineCore.Instance.CameraEnabled(this);
|
|
InvalidateCachedTargets();
|
|
// Sanity check - if another vcam component is enabled, shut down
|
|
var vcamComponents = GetComponents<CinemachineVirtualCameraBase>();
|
|
for (int i = 0; i < vcamComponents.Length; ++i)
|
|
{
|
|
if (vcamComponents[i].enabled && vcamComponents[i] != this)
|
|
{
|
|
Debug.LogError(Name
|
|
+ " has multiple CinemachineVirtualCameraBase-derived components. Disabling "
|
|
+ GetType().Name + ".");
|
|
enabled = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>Base class implementation makes sure the priority queue remains up-to-date.</summary>
|
|
protected virtual void OnDisable()
|
|
{
|
|
UpdateVcamPoolStatus(); // Remove from queue
|
|
CinemachineCore.Instance.CameraDisabled(this);
|
|
}
|
|
|
|
/// <summary>Base class implementation makes sure the priority queue remains up-to-date.</summary>
|
|
protected virtual void Update()
|
|
{
|
|
if (m_Priority != m_QueuePriority)
|
|
{
|
|
UpdateVcamPoolStatus(); // Force a re-sort
|
|
}
|
|
}
|
|
|
|
private bool mSlaveStatusUpdated = false;
|
|
private CinemachineVirtualCameraBase m_parentVcam = null;
|
|
|
|
private void UpdateSlaveStatus()
|
|
{
|
|
mSlaveStatusUpdated = true;
|
|
m_parentVcam = null;
|
|
Transform p = transform.parent;
|
|
if (p != null)
|
|
{
|
|
#if UNITY_2019_2_OR_NEWER
|
|
p.TryGetComponent(out m_parentVcam);
|
|
#else
|
|
m_parentVcam = p.GetComponent<CinemachineVirtualCameraBase>();
|
|
#endif
|
|
}
|
|
}
|
|
|
|
/// <summary>Returns this vcam's LookAt target, or if that is null, will retrun
|
|
/// the parent vcam's LookAt target.</summary>
|
|
/// <param name="localLookAt">This vcam's LookAt value.</param>
|
|
/// <returns>The same value, or the parent's if null and a parent exists.</returns>
|
|
public Transform ResolveLookAt(Transform localLookAt)
|
|
{
|
|
Transform lookAt = localLookAt;
|
|
if (lookAt == null && ParentCamera != null)
|
|
lookAt = ParentCamera.LookAt; // Parent provides default
|
|
return lookAt;
|
|
}
|
|
|
|
/// <summary>Returns this vcam's Follow target, or if that is null, will retrun
|
|
/// the parent vcam's Follow target.</summary>
|
|
/// <param name="localFollow">This vcam's Follow value.</param>
|
|
/// <returns>The same value, or the parent's if null and a parent exists.</returns>
|
|
public Transform ResolveFollow(Transform localFollow)
|
|
{
|
|
Transform follow = localFollow;
|
|
if (follow == null && ParentCamera != null)
|
|
follow = ParentCamera.Follow; // Parent provides default
|
|
return follow;
|
|
}
|
|
|
|
private int m_QueuePriority = int.MaxValue;
|
|
private void UpdateVcamPoolStatus()
|
|
{
|
|
CinemachineCore.Instance.RemoveActiveCamera(this);
|
|
if (m_parentVcam == null && isActiveAndEnabled)
|
|
CinemachineCore.Instance.AddActiveCamera(this);
|
|
m_QueuePriority = m_Priority;
|
|
}
|
|
|
|
/// <summary>When multiple virtual cameras have the highest priority, there is
|
|
/// sometimes the need to push one to the top, making it the current Live camera if
|
|
/// it shares the highest priority in the queue with its peers.
|
|
///
|
|
/// This happens automatically when a
|
|
/// new vcam is enabled: the most recent one goes to the top of the priority subqueue.
|
|
/// Use this method to push a vcam to the top of its priority peers.
|
|
/// If it and its peers share the highest priority, then this vcam will become Live.</summary>
|
|
public void MoveToTopOfPrioritySubqueue()
|
|
{
|
|
UpdateVcamPoolStatus(); // Force a re-sort
|
|
}
|
|
|
|
/// <summary>This is called to notify the component that a target got warped,
|
|
/// so that the component can update its internal state to make the camera
|
|
/// also warp seamlessy.</summary>
|
|
/// <param name="target">The object that was warped</param>
|
|
/// <param name="positionDelta">The amount the target's position changed</param>
|
|
public virtual void OnTargetObjectWarped(Transform target, Vector3 positionDelta)
|
|
{
|
|
// inform the extensions
|
|
if (mExtensions != null)
|
|
{
|
|
for (int i = 0; i < mExtensions.Count; ++i)
|
|
mExtensions[i].OnTargetObjectWarped(target, positionDelta);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Force the virtual camera to assume a given position and orientation
|
|
/// </summary>
|
|
/// <param name="pos">Worldspace pposition to take</param>
|
|
/// <param name="rot">Worldspace orientation to take</param>
|
|
public virtual void ForceCameraPosition(Vector3 pos, Quaternion rot)
|
|
{
|
|
// inform the extensions
|
|
if (mExtensions != null)
|
|
{
|
|
for (int i = 0; i < mExtensions.Count; ++i)
|
|
mExtensions[i].ForceCameraPosition(pos, rot);
|
|
}
|
|
}
|
|
|
|
// Doesn't really belong here but putting it here to avoid changing
|
|
// the API (belongs in the caller of CreateBlend). GML todo: Fix in next version.
|
|
float m_blendStartPosition;
|
|
|
|
// This is a total hack, because of missing API call. GML todo: Fix in next version.
|
|
bool GetInheritPosition(ICinemachineCamera cam)
|
|
{
|
|
if (cam is CinemachineVirtualCamera)
|
|
return (cam as CinemachineVirtualCamera).m_Transitions.m_InheritPosition;
|
|
if (cam is CinemachineFreeLook)
|
|
return (cam as CinemachineFreeLook).m_Transitions.m_InheritPosition;
|
|
return false;
|
|
}
|
|
|
|
/// <summary>Create a blend between 2 virtual cameras, taking into account
|
|
/// any existing active blend, with special case handling if the new blend is
|
|
/// effectively an undo of the current blend</summary>
|
|
/// <param name="camA">Outgoing virtual camera</param>
|
|
/// <param name="camB">Incoming virtual camera</param>
|
|
/// <param name="blendDef">Definition of the blend to create</param>
|
|
/// <param name="activeBlend">The current active blend</param>
|
|
/// <returns>The new blend</returns>
|
|
protected CinemachineBlend CreateBlend(
|
|
ICinemachineCamera camA, ICinemachineCamera camB,
|
|
CinemachineBlendDefinition blendDef,
|
|
CinemachineBlend activeBlend)
|
|
{
|
|
if (blendDef.BlendCurve == null || blendDef.BlendTime <= 0 || (camA == null && camB == null))
|
|
{
|
|
m_blendStartPosition = 0;
|
|
return null;
|
|
}
|
|
if (activeBlend != null)
|
|
{
|
|
// Special case: if backing out of a blend-in-progress
|
|
// with the same blend in reverse, adjust the blend time
|
|
// to cancel out the progress made in the opposite direction
|
|
if (activeBlend != null && !activeBlend.IsComplete && activeBlend.CamA == camB && activeBlend.CamB == camA)
|
|
{
|
|
// How far have we blended? That is what we must undo
|
|
var progress = m_blendStartPosition
|
|
+ (1 - m_blendStartPosition) * activeBlend.TimeInBlend / activeBlend.Duration;
|
|
blendDef.m_Time *= progress;
|
|
m_blendStartPosition = 1 - progress;
|
|
}
|
|
else
|
|
m_blendStartPosition = 0;
|
|
|
|
if (GetInheritPosition(camB))
|
|
camA = null; // otherwise we get a pop when camB is moved
|
|
else
|
|
camA = new BlendSourceVirtualCamera(activeBlend);
|
|
}
|
|
if (camA == null)
|
|
camA = new StaticPointVirtualCamera(State, "(none)");
|
|
return new CinemachineBlend(
|
|
camA, camB, blendDef.BlendCurve, blendDef.BlendTime, 0);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create a camera state based on the current transform of this vcam
|
|
/// </summary>
|
|
/// <param name="worldUp">Current World Up direction, as provided by the brain</param>
|
|
/// <param name="lens">Lens settings to serve as base, will be combined with lens from brain, if any</param>
|
|
/// <returns></returns>
|
|
protected CameraState PullStateFromVirtualCamera(Vector3 worldUp, ref LensSettings lens)
|
|
{
|
|
CameraState state = CameraState.Default;
|
|
state.RawPosition = TargetPositionCache.GetTargetPosition(transform);
|
|
state.RawOrientation = TargetPositionCache.GetTargetRotation(transform);
|
|
state.ReferenceUp = worldUp;
|
|
|
|
CinemachineBrain brain = CinemachineCore.Instance.FindPotentialTargetBrain(this);
|
|
if (brain != null)
|
|
lens.SnapshotCameraReadOnlyProperties(brain.OutputCamera);
|
|
|
|
state.Lens = lens;
|
|
return state;
|
|
}
|
|
|
|
private Transform m_CachedFollowTarget;
|
|
private CinemachineVirtualCameraBase m_CachedFollowTargetVcam;
|
|
private ICinemachineTargetGroup m_CachedFollowTargetGroup;
|
|
|
|
private Transform m_CachedLookAtTarget;
|
|
private CinemachineVirtualCameraBase m_CachedLookAtTargetVcam;
|
|
private ICinemachineTargetGroup m_CachedLookAtTargetGroup;
|
|
|
|
private void InvalidateCachedTargets()
|
|
{
|
|
m_CachedFollowTarget = null;
|
|
m_CachedFollowTargetVcam = null;
|
|
m_CachedFollowTargetGroup = null;
|
|
m_CachedLookAtTarget = null;
|
|
m_CachedLookAtTargetVcam = null;
|
|
m_CachedLookAtTargetGroup = null;
|
|
}
|
|
|
|
#if UNITY_EDITOR
|
|
[UnityEditor.InitializeOnLoad]
|
|
class OnDomainReload
|
|
{
|
|
static OnDomainReload()
|
|
{
|
|
#if UNITY_2023_1_OR_NEWER
|
|
var vcams = FindObjectsByType<CinemachineVirtualCameraBase>
|
|
(FindObjectsInactive.Include, FindObjectsSortMode.None);
|
|
#elif UNITY_2020_1_OR_NEWER
|
|
var vcams = FindObjectsOfType<CinemachineVirtualCameraBase>(true);
|
|
#else
|
|
var vcams = FindObjectsOfType<CinemachineVirtualCameraBase>();
|
|
#endif
|
|
foreach (var vcam in vcams)
|
|
vcam.InvalidateCachedTargets();
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/// <summary>
|
|
/// This property is true if the Follow target was changed this frame.
|
|
/// </summary>
|
|
public bool FollowTargetChanged { get; private set; }
|
|
|
|
/// <summary>
|
|
/// This property is true if the LookAttarget was changed this frame.
|
|
/// </summary>
|
|
public bool LookAtTargetChanged { get; private set; }
|
|
|
|
/// <summary>
|
|
/// Call this from InternalUpdateCameraState() to check for changed
|
|
/// targets and update the target cache. This is needed for tracking
|
|
/// when a target object changes.
|
|
/// </summary>
|
|
protected void UpdateTargetCache()
|
|
{
|
|
var target = ResolveFollow(Follow);
|
|
FollowTargetChanged = target != m_CachedFollowTarget;
|
|
if (FollowTargetChanged)
|
|
{
|
|
m_CachedFollowTarget = target;
|
|
m_CachedFollowTargetVcam = null;
|
|
m_CachedFollowTargetGroup = null;
|
|
if (m_CachedFollowTarget != null)
|
|
{
|
|
target.TryGetComponent<CinemachineVirtualCameraBase>(out m_CachedFollowTargetVcam);
|
|
target.TryGetComponent<ICinemachineTargetGroup>(out m_CachedFollowTargetGroup);
|
|
}
|
|
}
|
|
target = ResolveLookAt(LookAt);
|
|
LookAtTargetChanged = target != m_CachedLookAtTarget;
|
|
if (LookAtTargetChanged)
|
|
{
|
|
m_CachedLookAtTarget = target;
|
|
m_CachedLookAtTargetVcam = null;
|
|
m_CachedLookAtTargetGroup = null;
|
|
if (target != null)
|
|
{
|
|
target.TryGetComponent<CinemachineVirtualCameraBase>(out m_CachedLookAtTargetVcam);
|
|
target.TryGetComponent<ICinemachineTargetGroup>(out m_CachedLookAtTargetGroup);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>Get Follow target as ICinemachineTargetGroup,
|
|
/// or null if target is not a ICinemachineTargetGroup</summary>
|
|
public ICinemachineTargetGroup AbstractFollowTargetGroup => m_CachedFollowTargetGroup;
|
|
|
|
/// <summary>Get Follow target as CinemachineVirtualCameraBase,
|
|
/// or null if target is not a CinemachineVirtualCameraBase</summary>
|
|
public CinemachineVirtualCameraBase FollowTargetAsVcam => m_CachedFollowTargetVcam;
|
|
|
|
/// <summary>Get LookAt target as ICinemachineTargetGroup,
|
|
/// or null if target is not a ICinemachineTargetGroup</summary>
|
|
public ICinemachineTargetGroup AbstractLookAtTargetGroup => m_CachedLookAtTargetGroup;
|
|
|
|
/// <summary>Get LookAt target as CinemachineVirtualCameraBase,
|
|
/// or null if target is not a CinemachineVirtualCameraBase</summary>
|
|
public CinemachineVirtualCameraBase LookAtTargetAsVcam => m_CachedLookAtTargetVcam;
|
|
|
|
/// <summary>Pre-Serialization handler - delegates to derived classes</summary>
|
|
void ISerializationCallbackReceiver.OnBeforeSerialize() => OnBeforeSerialize();
|
|
|
|
/// <summary>Post-Serialization handler - performs legacy upgrade</summary>
|
|
void ISerializationCallbackReceiver.OnAfterDeserialize()
|
|
{
|
|
if (m_StreamingVersion < CinemachineCore.kStreamingVersion)
|
|
LegacyUpgrade(m_StreamingVersion);
|
|
m_StreamingVersion = CinemachineCore.kStreamingVersion;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Override this to handle any upgrades necessitated by a streaming version change
|
|
/// </summary>
|
|
/// <param name="streamedVersion">The version that was streamed</param>
|
|
internal protected virtual void LegacyUpgrade(int streamedVersion) {}
|
|
internal virtual void OnBeforeSerialize() {}
|
|
|
|
/// <summary>
|
|
/// Temporarily cancel damping for this frame. The camera will sanp to its target
|
|
/// position when it is updated.
|
|
/// </summary>
|
|
/// <param name="updateNow">If true, snap the camera to its target immediately, otherwise wait
|
|
/// until the end of the frame when cameras are normally updated.</param>
|
|
public void CancelDamping(bool updateNow = false)
|
|
{
|
|
PreviousStateIsValid = false;
|
|
if (updateNow)
|
|
{
|
|
var up = State.ReferenceUp;
|
|
var brain = CinemachineCore.Instance.FindPotentialTargetBrain(this);
|
|
if (brain != null)
|
|
up = brain.DefaultWorldUp;
|
|
InternalUpdateCameraState(up, -1);
|
|
}
|
|
}
|
|
}
|
|
}
|