forked from BilalY/Rasagar
567 lines
25 KiB
C#
567 lines
25 KiB
C#
#if !UNITY_2019_3_OR_NEWER
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#define CINEMACHINE_UNITY_ANIMATION
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#endif
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using Cinemachine.Utility;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Cinemachine
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{
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#if CINEMACHINE_UNITY_ANIMATION
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/// <summary>
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/// This is a virtual camera "manager" that owns and manages a collection
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/// of child Virtual Cameras. These child vcams are mapped to individual states in
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/// an animation state machine, allowing you to associate specific vcams to specific
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/// animation states. When that state is active in the state machine, then the
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/// associated camera will be activated.
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///
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/// You can define custom blends and transitions between child cameras.
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///
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/// In order to use this behaviour, you must have an animated target (i.e. an object
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/// animated with a state machine) to drive the behaviour.
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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/CinemachineStateDrivenCamera")]
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[HelpURL(Documentation.BaseURL + "manual/CinemachineStateDrivenCamera.html")]
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public class CinemachineStateDrivenCamera : CinemachineVirtualCameraBase
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{
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/// <summary>Default object for the camera children to look at (the aim target),
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/// if not specified in a child rig. May be empty</summary>
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[Tooltip("Default object for the camera children to look at (the aim target), "
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+ "if not specified in a child camera. May be empty if all of the children "
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+ "define 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),
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/// if not specified in a child rig. May be empty</summary>
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[Tooltip("Default object for the camera children wants to move with (the body target), "
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+ "if not specified in a child camera. May be empty if all of the children "
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+ "define 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>The state machine whose state changes will drive this camera's choice of active child</summary>
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[Space]
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[Tooltip("The state machine whose state changes will drive this camera's choice of active child")]
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[NoSaveDuringPlay]
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public Animator m_AnimatedTarget;
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/// <summary>Which layer in the target FSM to observe</summary>
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[Tooltip("Which layer in the target state machine to observe")]
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[NoSaveDuringPlay]
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public int m_LayerIndex;
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/// <summary>When enabled, the current camera and blend will be indicated in
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/// the game window, for debugging</summary>
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[Tooltip("When enabled, the current child camera and blend will be indicated in "
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+ "the game window, for debugging")]
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public bool m_ShowDebugText = false;
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/// <summary>Internal API for the editor. Do not use this field</summary>
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[SerializeField][HideInInspector][NoSaveDuringPlay]
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internal CinemachineVirtualCameraBase[] m_ChildCameras = null;
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/// <summary>This represents a single instrunction to the StateDrivenCamera. It associates
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/// an state from the state machine with a child Virtual Camera, and also holds
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/// activation tuning parameters.</summary>
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[Serializable]
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public struct Instruction
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{
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/// <summary>The full hash of the animation state</summary>
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[Tooltip("The full hash of the animation state")]
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public int m_FullHash;
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/// <summary>The virtual camera to activate when the animation state becomes active</summary>
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[Tooltip("The virtual camera to activate when the animation state becomes active")]
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public CinemachineVirtualCameraBase m_VirtualCamera;
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/// <summary>How long to wait (in seconds) before activating the virtual camera.
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/// This filters out very short state durations</summary>
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[Tooltip("How long to wait (in seconds) before activating the virtual camera. "
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+ "This filters out very short state durations")]
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public float m_ActivateAfter;
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/// <summary>The minimum length of time (in seconds) to keep a virtual camera active</summary>
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[Tooltip("The minimum length of time (in seconds) to keep a virtual camera active")]
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public float m_MinDuration;
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};
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/// <summary>The set of instructions associating virtual cameras with states.
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/// These instructions are used to choose the live child at any given moment</summary>
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[Tooltip("The set of instructions associating virtual cameras with states. "
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+ "These instructions are used to choose the live child at any given moment")]
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public Instruction[] m_Instructions;
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/// <summary>
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/// The blend which is used if you don't explicitly define a blend between two Virtual Camera children.
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/// </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 Camera children")]
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public CinemachineBlendDefinition m_DefaultBlend
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= new CinemachineBlendDefinition(CinemachineBlendDefinition.Style.EaseInOut, 0.5f);
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/// <summary>
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/// This is the asset which contains custom settings for specific child blends.
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/// </summary>
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[Tooltip("This is the asset which contains custom settings for specific child blends")]
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public CinemachineBlenderSettings m_CustomBlends = null;
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/// <summary>Internal API for the Inspector editor. This implements nested states.</summary>
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[Serializable]
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[DocumentationSorting(DocumentationSortingAttribute.Level.Undoc)]
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internal struct ParentHash
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{
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/// <summary>Internal API for the Inspector editor</summary>
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public int m_Hash;
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/// <summary>Internal API for the Inspector editor</summary>
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public int m_ParentHash;
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/// <summary>Internal API for the Inspector editor</summary>
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public ParentHash(int h, int p) { m_Hash = h; m_ParentHash = p; }
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}
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/// <summary>Internal API for the Inspector editor</summary>
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[HideInInspector][SerializeField] internal ParentHash[] m_ParentHash = 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 State Driven Camera were active.</summary>
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public ICinemachineCamera LiveChild { get; set; }
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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 true, 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>The State of the current live child</summary>
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public override CameraState State { get { return m_State; } }
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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 seamlessly.</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>Notification that this virtual camera is going live.</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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InternalUpdateCameraState(worldUp, deltaTime);
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}
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ICinemachineCamera m_TransitioningFrom;
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/// <summary>Internal use only. Do not call this method.
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/// 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 or equal to 0)</param>
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public override void InternalUpdateCameraState(Vector3 worldUp, float deltaTime)
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{
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UpdateListOfChildren();
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CinemachineVirtualCameraBase best = ChooseCurrentCamera();
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if (best != null && !best.gameObject.activeInHierarchy)
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{
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best.gameObject.SetActive(true);
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best.UpdateCameraState(worldUp, deltaTime);
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}
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ICinemachineCamera previousCam = LiveChild;
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LiveChild = best;
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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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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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}
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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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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 { get { UpdateListOfChildren(); return m_ChildCameras; }}
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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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/// <summary>API for the inspector editor. Animation module does not have hashes
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/// for state parents, so we have to invent them in order to implement nested state
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/// handling</summary>
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/// <param name="parentHash">Parent state's hash</param>
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/// <param name="clip">The clip to create the fake hash for</param>
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/// <returns>The fake hash</returns>
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public static int CreateFakeHash(int parentHash, AnimationClip clip)
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{
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return Animator.StringToHash(parentHash.ToString() + "_" + clip.name);
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}
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// Avoid garbage string manipulations at runtime
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struct HashPair { public int parentHash; public int hash; }
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Dictionary<AnimationClip, List<HashPair>> mHashCache;
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int LookupFakeHash(int parentHash, AnimationClip clip)
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{
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if (mHashCache == null)
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mHashCache = new Dictionary<AnimationClip, List<HashPair>>();
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List<HashPair> list = null;
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if (!mHashCache.TryGetValue(clip, out list))
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{
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list = new List<HashPair>();
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mHashCache[clip] = list;
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}
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for (int i = 0; i < list.Count; ++i)
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if (list[i].parentHash == parentHash)
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return list[i].hash;
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int newHash = CreateFakeHash(parentHash, clip);
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list.Add(new HashPair() { parentHash = parentHash, hash = newHash });
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mStateParentLookup[newHash] = parentHash;
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return newHash;
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}
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float mActivationTime = 0;
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Instruction mActiveInstruction;
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float mPendingActivationTime = 0;
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Instruction mPendingInstruction;
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private CinemachineBlend mActiveBlend = null;
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void InvalidateListOfChildren() { m_ChildCameras = null; LiveChild = null; }
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void UpdateListOfChildren()
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{
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if (m_ChildCameras != null && mInstructionDictionary != null && mStateParentLookup != 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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ValidateInstructions();
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}
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private Dictionary<int, int> mInstructionDictionary;
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private Dictionary<int, int> mStateParentLookup;
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/// <summary>Internal API for the inspector editor.</summary>
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internal void ValidateInstructions()
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{
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if (m_Instructions == null)
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m_Instructions = Array.Empty<Instruction>();
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mInstructionDictionary = new Dictionary<int, int>();
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for (int i = 0; i < m_Instructions.Length; ++i)
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{
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if (m_Instructions[i].m_VirtualCamera != null
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&& m_Instructions[i].m_VirtualCamera.transform.parent != transform)
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{
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m_Instructions[i].m_VirtualCamera = null;
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}
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mInstructionDictionary[m_Instructions[i].m_FullHash] = i;
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}
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// Create the parent lookup
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mStateParentLookup = new Dictionary<int, int>();
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if (m_ParentHash != null)
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foreach (var i in m_ParentHash)
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mStateParentLookup[i.m_Hash] = i.m_ParentHash;
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// Zap the cached current instructions
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mHashCache = null;
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mActivationTime = mPendingActivationTime = 0;
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mActiveBlend = null;
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}
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List<AnimatorClipInfo> m_clipInfoList = new List<AnimatorClipInfo>();
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private CinemachineVirtualCameraBase ChooseCurrentCamera()
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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 defaultCam = m_ChildCameras[0];
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if (m_AnimatedTarget == null || !m_AnimatedTarget.gameObject.activeSelf
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|| m_AnimatedTarget.runtimeAnimatorController == null
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|| m_LayerIndex < 0 || !m_AnimatedTarget.hasBoundPlayables
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|| m_LayerIndex >= m_AnimatedTarget.layerCount)
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{
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mActivationTime = 0;
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return defaultCam;
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}
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// Get the current state
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int hash;
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if (m_AnimatedTarget.IsInTransition(m_LayerIndex))
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{
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// Force "current" state to be the state we're transitioning to
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AnimatorStateInfo info = m_AnimatedTarget.GetNextAnimatorStateInfo(m_LayerIndex);
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m_AnimatedTarget.GetNextAnimatorClipInfo(m_LayerIndex, m_clipInfoList);
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hash = GetClipHash(info.fullPathHash, m_clipInfoList);
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}
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else
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{
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AnimatorStateInfo info = m_AnimatedTarget.GetCurrentAnimatorStateInfo(m_LayerIndex);
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m_AnimatedTarget.GetCurrentAnimatorClipInfo(m_LayerIndex, m_clipInfoList);
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hash = GetClipHash(info.fullPathHash, m_clipInfoList);
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}
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// If we don't have an instruction for this state, find a suitable default
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while (hash != 0 && !mInstructionDictionary.ContainsKey(hash))
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hash = mStateParentLookup.ContainsKey(hash) ? mStateParentLookup[hash] : 0;
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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 (mActiveInstruction.m_FullHash == hash)
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{
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// Yes, cancel any pending
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mPendingActivationTime = 0;
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return mActiveInstruction.m_VirtualCamera;
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}
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// Is it pending?
|
|
if (PreviousStateIsValid)
|
|
{
|
|
if (mPendingActivationTime != 0 && mPendingInstruction.m_FullHash == hash)
|
|
{
|
|
// Has it been pending long enough, and are we allowed to switch away
|
|
// from the active action?
|
|
if ((now - mPendingActivationTime) > mPendingInstruction.m_ActivateAfter
|
|
&& ((now - mActivationTime) > mActiveInstruction.m_MinDuration
|
|
|| mPendingInstruction.m_VirtualCamera.Priority
|
|
> mActiveInstruction.m_VirtualCamera.Priority))
|
|
{
|
|
// Yes, activate it now
|
|
mActiveInstruction = mPendingInstruction;
|
|
mActivationTime = now;
|
|
mPendingActivationTime = 0;
|
|
}
|
|
return mActiveInstruction.m_VirtualCamera;
|
|
}
|
|
}
|
|
}
|
|
// Neither active nor pending.
|
|
mPendingActivationTime = 0; // cancel the pending, if any
|
|
|
|
if (!mInstructionDictionary.ContainsKey(hash))
|
|
{
|
|
// No defaults set, we just ignore this state
|
|
if (mActivationTime != 0)
|
|
return mActiveInstruction.m_VirtualCamera;
|
|
return defaultCam;
|
|
}
|
|
|
|
// Can we activate it now?
|
|
Instruction newInstr = m_Instructions[mInstructionDictionary[hash]];
|
|
if (newInstr.m_VirtualCamera == null)
|
|
newInstr.m_VirtualCamera = defaultCam;
|
|
if (PreviousStateIsValid && mActivationTime > 0)
|
|
{
|
|
if (newInstr.m_ActivateAfter > 0
|
|
|| ((now - mActivationTime) < mActiveInstruction.m_MinDuration
|
|
&& newInstr.m_VirtualCamera.Priority
|
|
<= mActiveInstruction.m_VirtualCamera.Priority))
|
|
{
|
|
// Too early - make it pending
|
|
mPendingInstruction = newInstr;
|
|
mPendingActivationTime = now;
|
|
if (mActivationTime != 0)
|
|
return mActiveInstruction.m_VirtualCamera;
|
|
return defaultCam;
|
|
}
|
|
}
|
|
// Activate now
|
|
mActiveInstruction = newInstr;
|
|
mActivationTime = now;
|
|
return mActiveInstruction.m_VirtualCamera;
|
|
}
|
|
|
|
int GetClipHash(int hash, List<AnimatorClipInfo> clips)
|
|
{
|
|
// Find the strongest-weighted animation clip substate
|
|
int bestClip = -1;
|
|
for (int i = 0; i < clips.Count; ++i)
|
|
if (bestClip < 0 || clips[i].weight > clips[bestClip].weight)
|
|
bestClip = i;
|
|
|
|
// Use its hash
|
|
if (bestClip >= 0 && clips[bestClip].weight > 0)
|
|
hash = LookupFakeHash(hash, clips[bestClip].clip);
|
|
|
|
return hash;
|
|
}
|
|
|
|
private CinemachineBlendDefinition LookupBlend(
|
|
ICinemachineCamera fromKey, ICinemachineCamera toKey)
|
|
{
|
|
// Get the blend curve that's most appropriate for these cameras
|
|
CinemachineBlendDefinition blend = m_DefaultBlend;
|
|
if (m_CustomBlends != null)
|
|
{
|
|
string fromCameraName = (fromKey != null) ? fromKey.Name : string.Empty;
|
|
string toCameraName = (toKey != null) ? toKey.Name : string.Empty;
|
|
blend = m_CustomBlends.GetBlendForVirtualCameras(
|
|
fromCameraName, toCameraName, blend);
|
|
}
|
|
if (CinemachineCore.GetBlendOverride != null)
|
|
blend = CinemachineCore.GetBlendOverride(fromKey, toKey, blend, this);
|
|
return blend;
|
|
}
|
|
}
|
|
#endif
|
|
}
|