forked from BilalY/Rasagar
452 lines
18 KiB
C#
452 lines
18 KiB
C#
#if CINEMACHINE_EXPERIMENTAL_VCAM
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using UnityEngine;
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using System;
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using System.Linq;
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namespace Cinemachine
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{
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/// <summary>
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///
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/// NOTE: THIS CLASS IS EXPERIMENTAL, AND NOT FOR PUBLIC USE
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///
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/// Lighter-weight version of the CinemachineVirtualCamera.
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///
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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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[AddComponentMenu("Cinemachine/CinemachineNewVirtualCamera")]
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public class CinemachineNewVirtualCamera : CinemachineVirtualCameraBase
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{
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/// <summary>Object for the camera children to look at (the aim target)</summary>
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[Tooltip("Object for the camera children to look at (the aim target).")]
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[NoSaveDuringPlay]
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[VcamTargetProperty]
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public Transform m_LookAt = null;
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/// <summary>Object for the camera children wants to move with (the body target)</summary>
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[Tooltip("Object for the camera children wants to move with (the body target).")]
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[NoSaveDuringPlay]
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[VcamTargetProperty]
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public Transform m_Follow = null;
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/// <summary>Specifies the LensSettings of this Virtual Camera.
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/// These settings will be transferred to the Unity camera when the vcam is live.</summary>
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[Tooltip("Specifies the lens properties of this Virtual Camera. This generally mirrors the "
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+ "Unity Camera's lens settings, and will be used to drive the Unity camera when the vcam is active.")]
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public LensSettings m_Lens = LensSettings.Default;
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/// <summary> Collection of parameters that influence how this virtual camera transitions from
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/// other virtual cameras </summary>
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public TransitionParams m_Transitions;
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/// <summary>Updates the child rig cache</summary>
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protected override void OnEnable()
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{
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base.OnEnable();
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InvalidateComponentCache();
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}
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void Reset()
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{
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DestroyComponents();
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}
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/// <summary>Validates the settings avter inspector edit</summary>
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protected override void OnValidate()
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{
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base.OnValidate();
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m_Lens.Validate();
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}
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/// <summary>The camera state, which will be a blend of the child rig states</summary>
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override public CameraState State { get { return m_State; } }
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/// <summary>The camera state, which will be a blend of the child rig states</summary>
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protected CameraState m_State = CameraState.Default;
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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 seamlessy.</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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if (target == Follow)
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{
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transform.position += positionDelta;
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m_State.RawPosition += positionDelta;
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}
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UpdateComponentCache();
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for (int i = 0; i < m_Components.Length; ++i)
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{
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if (m_Components[i] != null)
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m_Components[i].OnTargetObjectWarped(target, positionDelta);
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}
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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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PreviousStateIsValid = false;
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transform.position = pos;
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transform.rotation = rot;
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m_State.RawPosition = pos;
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m_State.RawOrientation = rot;
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UpdateComponentCache();
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for (int i = 0; i < m_Components.Length; ++i)
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if (m_Components[i] != null)
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m_Components[i].ForceCameraPosition(pos, rot);
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base.ForceCameraPosition(pos, rot);
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}
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/// <summary>
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/// Query components and extensions for the maximum damping time.
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/// </summary>
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/// <returns>Highest damping setting in this vcam</returns>
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public override float GetMaxDampTime()
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{
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float maxDamp = base.GetMaxDampTime();
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UpdateComponentCache();
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for (int i = 0; i < m_Components.Length; ++i)
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if (m_Components[i] != null)
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maxDamp = Mathf.Max(maxDamp, m_Components[i].GetMaxDampTime());
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return maxDamp;
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}
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/// <summary>If we are transitioning from another FreeLook, grab the axis values from it.</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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bool forceUpdate = false;
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if (m_Transitions.m_InheritPosition && fromCam != null
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&& !CinemachineCore.Instance.IsLiveInBlend(this))
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{
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ForceCameraPosition(fromCam.State.FinalPosition, fromCam.State.FinalOrientation);
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}
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UpdateComponentCache();
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for (int i = 0; i < m_Components.Length; ++i)
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{
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if (m_Components[i] != null
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&& m_Components[i].OnTransitionFromCamera(
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fromCam, worldUp, deltaTime, ref m_Transitions))
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forceUpdate = true;
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}
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if (forceUpdate)
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{
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InternalUpdateCameraState(worldUp, deltaTime);
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InternalUpdateCameraState(worldUp, deltaTime);
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}
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else
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UpdateCameraState(worldUp, deltaTime);
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if (m_Transitions.m_OnCameraLive != null)
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m_Transitions.m_OnCameraLive.Invoke(this, fromCam);
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}
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/// <summary>Internal use only. Called by CinemachineCore at designated update time
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/// so the vcam can position itself and track its targets. All 3 child rigs are updated,
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/// and a blend calculated, depending on the value of the Y axis.</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 0)</param>
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override public void InternalUpdateCameraState(Vector3 worldUp, float deltaTime)
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{
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UpdateTargetCache();
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FollowTargetAttachment = 1;
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LookAtTargetAttachment = 1;
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// Initialize the camera state, in case the game object got moved in the editor
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m_State = PullStateFromVirtualCamera(worldUp, ref m_Lens);
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// Do our stuff
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SetReferenceLookAtTargetInState(ref m_State);
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InvokeComponentPipeline(ref m_State, worldUp, deltaTime);
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ApplyPositionBlendMethod(ref m_State, m_Transitions.m_BlendHint);
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// Push the raw position back to the game object's transform, so it
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// moves along with the camera.
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if (Follow != null)
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transform.position = State.RawPosition;
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if (LookAt != null)
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transform.rotation = State.RawOrientation;
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// Signal that it's all done
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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>
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/// Returns true, when the vcam has extensions or components that require input.
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/// </summary>
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internal override bool RequiresUserInput()
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{
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return base.RequiresUserInput() ||
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m_Components != null && m_Components.Any(t => t != null && t.RequiresUserInput);
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}
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private Transform mCachedLookAtTarget;
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private CinemachineVirtualCameraBase mCachedLookAtTargetVcam;
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/// <summary>Set the state's refeenceLookAt target to our lookAt, with some smarts
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/// in case our LookAt points to a vcam</summary>
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protected void SetReferenceLookAtTargetInState(ref CameraState state)
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{
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Transform lookAtTarget = LookAt;
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if (lookAtTarget != mCachedLookAtTarget)
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{
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mCachedLookAtTarget = lookAtTarget;
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mCachedLookAtTargetVcam = null;
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if (lookAtTarget != null)
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mCachedLookAtTargetVcam = lookAtTarget.GetComponent<CinemachineVirtualCameraBase>();
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}
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if (lookAtTarget != null)
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{
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if (mCachedLookAtTargetVcam != null)
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state.ReferenceLookAt = mCachedLookAtTargetVcam.State.FinalPosition;
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else
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state.ReferenceLookAt = TargetPositionCache.GetTargetPosition(lookAtTarget);
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}
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}
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protected CameraState InvokeComponentPipeline(
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ref CameraState state, Vector3 worldUp, float deltaTime)
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{
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UpdateComponentCache();
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// Extensions first
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InvokePrePipelineMutateCameraStateCallback(this, ref state, deltaTime);
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// Apply the component pipeline
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for (CinemachineCore.Stage stage = CinemachineCore.Stage.Body;
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stage <= CinemachineCore.Stage.Finalize; ++stage)
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{
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var c = m_Components[(int)stage];
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if (c != null)
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c.PrePipelineMutateCameraState(ref state, deltaTime);
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}
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CinemachineComponentBase postAimBody = null;
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for (CinemachineCore.Stage stage = CinemachineCore.Stage.Body;
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stage <= CinemachineCore.Stage.Finalize; ++stage)
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{
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var c = m_Components[(int)stage];
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if (c != null)
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{
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if (stage == CinemachineCore.Stage.Body && c.BodyAppliesAfterAim)
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{
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postAimBody = c;
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continue; // do the body stage of the pipeline after Aim
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}
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c.MutateCameraState(ref state, deltaTime);
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}
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InvokePostPipelineStageCallback(this, stage, ref state, deltaTime);
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if (stage == CinemachineCore.Stage.Aim)
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{
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if (c == null)
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state.BlendHint |= CameraState.BlendHintValue.IgnoreLookAtTarget; // no aim
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// If we have saved a Body for after Aim, do it now
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if (postAimBody != null)
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{
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postAimBody.MutateCameraState(ref state, deltaTime);
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InvokePostPipelineStageCallback(this, CinemachineCore.Stage.Body, ref state, deltaTime);
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}
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}
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}
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return state;
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}
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// Component Cache - serialized only for copy/paste
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[SerializeField, HideInInspector, NoSaveDuringPlay]
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CinemachineComponentBase[] m_Components;
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/// For inspector
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internal CinemachineComponentBase[] ComponentCache
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{
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get
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{
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UpdateComponentCache();
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return m_Components;
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}
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}
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/// <summary>Call this when CinemachineCompponentBase compponents are added
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/// or removed. If you don't call this, you may get null reference errors.</summary>
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public void InvalidateComponentCache()
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{
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m_Components = null;
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}
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/// <summary>Bring the component cache up to date if needed</summary>
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protected void UpdateComponentCache()
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{
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#if UNITY_EDITOR
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// Special case: if we have serialized in with some other game object's
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// components, then we have just been pasted so we should clone them
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for (int i = 0; m_Components != null && i < m_Components.Length; ++i)
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{
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if (m_Components[i] != null && m_Components[i].gameObject != gameObject)
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{
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var copyFrom = m_Components;
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DestroyComponents();
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CopyComponents(copyFrom);
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break;
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}
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}
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#endif
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if (m_Components != null && m_Components.Length == (int)CinemachineCore.Stage.Finalize + 1)
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return; // up to date
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m_Components = new CinemachineComponentBase[(int)CinemachineCore.Stage.Finalize + 1];
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var existing = GetComponents<CinemachineComponentBase>();
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for (int i = 0; existing != null && i < existing.Length; ++i)
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m_Components[(int)existing[i].Stage] = existing[i];
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for (int i = 0; i < m_Components.Length; ++i)
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{
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if (m_Components[i] != null)
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{
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if (CinemachineCore.sShowHiddenObjects)
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m_Components[i].hideFlags &= ~HideFlags.HideInInspector;
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else
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m_Components[i].hideFlags |= HideFlags.HideInInspector;
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}
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}
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OnComponentCacheUpdated();
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}
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/// <summary>Notification that the component cache has just been update,
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/// in case a subclass needs to do something extra</summary>
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protected virtual void OnComponentCacheUpdated() {}
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/// <summary>Destroy all the CinmachineComponentBase components</summary>
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protected void DestroyComponents()
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{
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var existing = GetComponents<CinemachineComponentBase>();
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for (int i = 0; i < existing.Length; ++i)
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{
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#if UNITY_EDITOR
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UnityEditor.Undo.DestroyObjectImmediate(existing[i]);
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#else
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UnityEngine.Object.Destroy(existing[i]);
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#endif
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}
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InvalidateComponentCache();
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}
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#if UNITY_EDITOR
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// This gets called when user pastes component values
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void CopyComponents(CinemachineComponentBase[] copyFrom)
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{
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foreach (CinemachineComponentBase c in copyFrom)
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{
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if (c != null)
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{
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Type type = c.GetType();
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var copy = UnityEditor.Undo.AddComponent(gameObject, type);
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UnityEditor.Undo.RecordObject(copy, "copying pipeline");
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System.Reflection.BindingFlags bindingAttr
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= System.Reflection.BindingFlags.Public
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| System.Reflection.BindingFlags.NonPublic
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| System.Reflection.BindingFlags.Instance;
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System.Reflection.FieldInfo[] fields = type.GetFields(bindingAttr);
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for (int i = 0; i < fields.Length; ++i)
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if (!fields[i].IsStatic)
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fields[i].SetValue(copy, fields[i].GetValue(c));
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}
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}
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}
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#endif
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/// Legacy support for an old API. GML todo: deprecate these methods
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/// <summary>Get the component set for a specific stage.</summary>
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/// <param name="stage">The stage for which we want the component</param>
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/// <returns>The Cinemachine component for that stage, or null if not defined</returns>
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public CinemachineComponentBase GetCinemachineComponent(CinemachineCore.Stage stage)
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{
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var cache = ComponentCache;
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var i = (int)stage;
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return i >= 0 && i < cache.Length ? cache[i] : null;
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}
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/// <summary>Get an existing component of a specific type from the cinemachine pipeline.</summary>
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public T GetCinemachineComponent<T>() where T : CinemachineComponentBase
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{
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var components = ComponentCache;
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foreach (var c in components)
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if (c is T)
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return c as T;
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return null;
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}
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/// <summary>Add a component to the cinemachine pipeline.</summary>
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public T AddCinemachineComponent<T>() where T : CinemachineComponentBase
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{
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var components = ComponentCache;
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T c = gameObject.AddComponent<T>();
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var oldC = components[(int)c.Stage];
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if (oldC != null)
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{
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oldC.enabled = false;
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RuntimeUtility.DestroyObject(oldC);
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}
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InvalidateComponentCache();
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return c;
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}
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/// <summary>Remove a component from the cinemachine pipeline.</summary>
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public void DestroyCinemachineComponent<T>() where T : CinemachineComponentBase
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{
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var components = ComponentCache;
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foreach (var c in components)
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{
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if (c is T)
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{
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c.enabled = false;
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RuntimeUtility.DestroyObject(c);
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InvalidateComponentCache();
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return;
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}
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}
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}
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// This prevents the sensor size from dirtying the scene in the event of aspect ratio change
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internal override void OnBeforeSerialize()
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{
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if (!m_Lens.IsPhysicalCamera)
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m_Lens.SensorSize = Vector2.one;
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}
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}
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}
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#endif
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