forked from BilalY/Rasagar
89 lines
3.5 KiB
C#
89 lines
3.5 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 UnityEngine;
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using UnityEditor;
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using System.Collections.Generic;
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namespace Cinemachine.Editor
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{
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#if CINEMACHINE_PHYSICS
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[CustomEditor(typeof(CinemachineCollider))]
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[CanEditMultipleObjects]
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internal sealed class CinemachineColliderEditor : BaseEditor<CinemachineCollider>
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{
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/// <summary>Get the property names to exclude in the inspector.</summary>
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/// <param name="excluded">Add the names to this list</param>
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protected override void GetExcludedPropertiesInInspector(List<string> excluded)
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{
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base.GetExcludedPropertiesInInspector(excluded);
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if (!Target.m_AvoidObstacles)
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{
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excluded.Add(FieldPath(x => x.m_DistanceLimit));
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excluded.Add(FieldPath(x => x.m_CameraRadius));
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excluded.Add(FieldPath(x => x.m_Strategy));
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excluded.Add(FieldPath(x => x.m_MaximumEffort));
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excluded.Add(FieldPath(x => x.m_Damping));
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excluded.Add(FieldPath(x => x.m_DampingWhenOccluded));
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excluded.Add(FieldPath(x => x.m_SmoothingTime));
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}
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else if (Target.m_Strategy == CinemachineCollider.ResolutionStrategy.PullCameraForward)
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{
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excluded.Add(FieldPath(x => x.m_MaximumEffort));
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}
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}
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public override void OnInspectorGUI()
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{
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BeginInspector();
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if (Target.m_AvoidObstacles && Target.VirtualCamera != null
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&& !Target.VirtualCamera.State.HasLookAt)
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EditorGUILayout.HelpBox(
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"Avoid Obstacles requires a LookAt target.",
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MessageType.Warning);
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DrawRemainingPropertiesInInspector();
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}
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[DrawGizmo(GizmoType.Active | GizmoType.Selected, typeof(CinemachineCollider))]
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private static void DrawColliderGizmos(CinemachineCollider collider, GizmoType type)
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{
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CinemachineVirtualCameraBase vcam = (collider != null) ? collider.VirtualCamera : null;
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if (vcam != null && collider.enabled)
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{
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Color oldColor = Gizmos.color;
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Vector3 pos = vcam.State.FinalPosition;
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if (collider.m_AvoidObstacles && vcam.State.HasLookAt)
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{
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Gizmos.color = CinemachineColliderPrefs.FeelerColor;
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if (collider.m_CameraRadius > 0)
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Gizmos.DrawWireSphere(pos, collider.m_CameraRadius);
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Vector3 forwardFeelerVector = (vcam.State.ReferenceLookAt - pos).normalized;
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float distance = collider.m_DistanceLimit;
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Gizmos.DrawLine(pos, pos + forwardFeelerVector * distance);
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// Show the avoidance path, for debugging
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List<List<Vector3>> debugPaths = collider.DebugPaths;
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foreach (var path in debugPaths)
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{
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Gizmos.color = CinemachineColliderPrefs.FeelerHitColor;
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Vector3 p0 = vcam.State.ReferenceLookAt;
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foreach (var p in path)
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{
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Gizmos.DrawLine(p0, p);
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p0 = p;
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}
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Gizmos.DrawLine(p0, pos);
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}
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}
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Gizmos.color = oldColor;
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}
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}
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}
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#endif
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}
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