forked from BilalY/Rasagar
42 lines
1.8 KiB
C#
42 lines
1.8 KiB
C#
using UnityEngine;
|
|
|
|
namespace Cinemachine
|
|
{
|
|
/// <summary>
|
|
/// This is a CinemachineComponent in the Aim section of the component pipeline.
|
|
/// Its job is to aim the camera hard at the LookAt target.
|
|
/// </summary>
|
|
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
|
|
[AddComponentMenu("")] // Don't display in add component menu
|
|
[SaveDuringPlay]
|
|
public class CinemachineHardLookAt : CinemachineComponentBase
|
|
{
|
|
/// <summary>True if component is enabled and has a LookAt defined</summary>
|
|
public override bool IsValid { get { return enabled && LookAtTarget != null; } }
|
|
|
|
/// <summary>Get the Cinemachine Pipeline stage that this component implements.
|
|
/// Always returns the Aim stage</summary>
|
|
public override CinemachineCore.Stage Stage { get { return CinemachineCore.Stage.Aim; } }
|
|
|
|
/// <summary>Applies the composer rules and orients the camera accordingly</summary>
|
|
/// <param name="curState">The current camera state</param>
|
|
/// <param name="deltaTime">Used for calculating damping. If less than
|
|
/// zero, then target will snap to the center of the dead zone.</param>
|
|
public override void MutateCameraState(ref CameraState curState, float deltaTime)
|
|
{
|
|
if (IsValid && curState.HasLookAt)
|
|
{
|
|
Vector3 dir = (curState.ReferenceLookAt - curState.CorrectedPosition);
|
|
if (dir.magnitude > Epsilon)
|
|
{
|
|
if (Vector3.Cross(dir.normalized, curState.ReferenceUp).magnitude < Epsilon)
|
|
curState.RawOrientation = Quaternion.FromToRotation(Vector3.forward, dir);
|
|
else
|
|
curState.RawOrientation = Quaternion.LookRotation(dir, curState.ReferenceUp);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|