using Cinemachine.Utility; using System; using System.Collections.Generic; using UnityEngine; namespace Cinemachine { /// /// This is a virtual camera "manager" that owns and manages a collection /// of child Virtual Cameras. When the camera goes live, these child vcams /// are enabled, one after another, holding each camera for a designated time. /// Blends between cameras are specified. /// The last camera is held indefinitely. /// [DocumentationSorting(13, DocumentationSortingAttribute.Level.UserRef)] [ExecuteInEditMode, DisallowMultipleComponent] [AddComponentMenu("Cinemachine/CinemachineBlendListCamera")] public class CinemachineBlendListCamera : CinemachineVirtualCameraBase { /// Default object for the camera children to look at (the aim target), if not specified in a child rig. May be empty [Tooltip("Default object for the camera children to look at (the aim target), if not specified in a child camera. May be empty if all of the children define targets of their own.")] [NoSaveDuringPlay] public Transform m_LookAt = null; /// Default object for the camera children wants to move with (the body target), if not specified in a child rig. May be empty [Tooltip("Default object for the camera children wants to move with (the body target), if not specified in a child camera. May be empty if all of the children define targets of their own.")] [NoSaveDuringPlay] public Transform m_Follow = null; /// When enabled, the current camera and blend will be indicated in the game window, for debugging [Tooltip("When enabled, the current child camera and blend will be indicated in the game window, for debugging")] public bool m_ShowDebugText = false; /// Force all child cameras to be enabled. This is useful if animating them in Timeline, but consumes extra resources. [Tooltip("Force all child cameras to be enabled. This is useful if animating them in Timeline, but consumes extra resources")] public bool m_EnableAllChildCameras; /// Internal API for the editor. Do not use this field [SerializeField][HideInInspector][NoSaveDuringPlay] public CinemachineVirtualCameraBase[] m_ChildCameras = null; /// This represents a single entry in the instrunction list of the BlendListCamera. [Serializable] public struct Instruction { /// The virtual camera to activate when this instruction becomes active [Tooltip("The virtual camera to activate when this instruction becomes active")] public CinemachineVirtualCameraBase m_VirtualCamera; /// How long to wait (in seconds) before activating the next virtual camera in the list (if any) [Tooltip("How long to wait (in seconds) before activating the next virtual camera in the list (if any)")] public float m_Hold; /// How to blend to the next virtual camera in the list (if any) [CinemachineBlendDefinitionProperty] [Tooltip("How to blend to the next virtual camera in the list (if any)")] public CinemachineBlendDefinition m_Blend; }; /// The set of instructions associating virtual cameras with states. /// The set of instructions for enabling child cameras [Tooltip("The set of instructions for enabling child cameras.")] public Instruction[] m_Instructions; /// Gets a brief debug description of this virtual camera, for use when displayiong debug info public override string Description { get { // Show the active camera and blend ICinemachineCamera vcam = LiveChild; if (mActiveBlend == null) return (vcam != null) ? "[" + vcam.Name + "]": "(none)"; return mActiveBlend.Description; } } /// Get the current "best" child virtual camera, that would be chosen /// if the State Driven Camera were active. public ICinemachineCamera LiveChild { set; get; } /// Return the live child. public override ICinemachineCamera LiveChildOrSelf { get { return LiveChild; } } /// Check whether the vcam a live child of this camera. /// The Virtual Camera to check /// True if the vcam is currently actively influencing the state of this vcam public override bool IsLiveChild(ICinemachineCamera vcam) { return vcam == LiveChild || (mActiveBlend != null && (vcam == mActiveBlend.CamA || vcam == mActiveBlend.CamB)); } /// The State of the current live child public override CameraState State { get { return m_State; } } /// Get the current LookAt target. Returns parent's LookAt if parent /// is non-null and no specific LookAt defined for this camera override public Transform LookAt { get { return ResolveLookAt(m_LookAt); } set { m_LookAt = value; } } /// Get the current Follow target. Returns parent's Follow if parent /// is non-null and no specific Follow defined for this camera override public Transform Follow { get { return ResolveFollow(m_Follow); } set { m_Follow = value; } } /// Remove a Pipeline stage hook callback. /// Make sure it is removed from all the children. /// The delegate to remove. public override void RemovePostPipelineStageHook(OnPostPipelineStageDelegate d) { base.RemovePostPipelineStageHook(d); UpdateListOfChildren(); foreach (var vcam in m_ChildCameras) vcam.RemovePostPipelineStageHook(d); } /// Notification that this virtual camera is going live. /// The camera being deactivated. May be null. /// Default world Up, set by the CinemachineBrain /// Delta time for time-based effects (ignore if less than or equal to 0) public override void OnTransitionFromCamera( ICinemachineCamera fromCam, Vector3 worldUp, float deltaTime) { base.OnTransitionFromCamera(fromCam, worldUp, deltaTime); mActivationTime = Time.time; mCurrentInstruction = -1; LiveChild = null; mActiveBlend = null; UpdateCameraState(worldUp, deltaTime); } /// Called by CinemachineCore at designated update time /// so the vcam can position itself and track its targets. This implementation /// updates all the children, chooses the best one, and implements any required blending. /// Default world Up, set by the CinemachineBrain /// Delta time for time-based effects (ignore if less than or equal to 0) public override void UpdateCameraState(Vector3 worldUp, float deltaTime) { //UnityEngine.Profiling.Profiler.BeginSample("CinemachineBlendListCamera.UpdateCameraState"); if (!PreviousStateIsValid) deltaTime = -1; UpdateListOfChildren(); AdvanceCurrentInstruction(); CinemachineVirtualCameraBase best = null; if (mCurrentInstruction >= 0 && mCurrentInstruction < m_Instructions.Length) best = m_Instructions[mCurrentInstruction].m_VirtualCamera; if (m_ChildCameras != null) { for (int i = 0; i < m_ChildCameras.Length; ++i) { CinemachineVirtualCameraBase vcam = m_ChildCameras[i]; if (vcam != null) { bool enableChild = m_EnableAllChildCameras || vcam == best; if (enableChild != vcam.VirtualCameraGameObject.activeInHierarchy) { vcam.gameObject.SetActive(enableChild); if (enableChild) CinemachineCore.Instance.UpdateVirtualCamera(vcam, worldUp, deltaTime); } } } } if (best != null) { ICinemachineCamera previousCam = LiveChild; LiveChild = best; // Are we transitioning cameras? if (previousCam != null && LiveChild != null && previousCam != LiveChild && mCurrentInstruction > 0) { // Create a blend (will be null if a cut) mActiveBlend = CreateBlend( previousCam, LiveChild, m_Instructions[mCurrentInstruction].m_Blend.BlendCurve, m_Instructions[mCurrentInstruction].m_Blend.m_Time, mActiveBlend, deltaTime); // Notify incoming camera of transition LiveChild.OnTransitionFromCamera(previousCam, worldUp, deltaTime); // Generate Camera Activation event if live CinemachineCore.Instance.GenerateCameraActivationEvent(LiveChild); // If cutting, generate a camera cut event if live if (mActiveBlend == null) CinemachineCore.Instance.GenerateCameraCutEvent(LiveChild); } } // Advance the current blend (if any) if (mActiveBlend != null) { mActiveBlend.TimeInBlend += (deltaTime >= 0) ? deltaTime : mActiveBlend.Duration; if (mActiveBlend.IsComplete) mActiveBlend = null; } if (mActiveBlend != null) { mActiveBlend.UpdateCameraState(worldUp, deltaTime); m_State = mActiveBlend.State; } else if (LiveChild != null) m_State = LiveChild.State; PreviousStateIsValid = true; //UnityEngine.Profiling.Profiler.EndSample(); } /// Makes sure the internal child cache is up to date protected override void OnEnable() { base.OnEnable(); InvalidateListOfChildren(); mActiveBlend = null; } /// Makes sure the internal child cache is up to date public void OnTransformChildrenChanged() { InvalidateListOfChildren(); } #if UNITY_EDITOR /// Displays the current active camera on the game screen, if requested protected override void OnGUI() { base.OnGUI(); if (!m_ShowDebugText) CinemachineGameWindowDebug.ReleaseScreenPos(this); else { string text = Name + ": " + Description; Rect r = CinemachineGameWindowDebug.GetScreenPos(this, text, GUI.skin.box); GUI.Label(r, text, GUI.skin.box); } } #endif CameraState m_State = CameraState.Default; /// The list of child cameras. These are just the immediate children in the hierarchy. public CinemachineVirtualCameraBase[] ChildCameras { get { UpdateListOfChildren(); return m_ChildCameras; }} /// Is there a blend in progress? public bool IsBlending { get { return mActiveBlend != null; } } /// The time at which the current instruction went live float mActivationTime = -1; int mCurrentInstruction = 0; private CinemachineBlend mActiveBlend = null; void InvalidateListOfChildren() { m_ChildCameras = null; LiveChild = null; } void UpdateListOfChildren() { if (m_ChildCameras != null) return; List list = new List(); CinemachineVirtualCameraBase[] kids = GetComponentsInChildren(true); foreach (CinemachineVirtualCameraBase k in kids) if (k.transform.parent == transform) list.Add(k); m_ChildCameras = list.ToArray(); ValidateInstructions(); } /// Internal API for the inspector editor. /// // GML todo: make this private, part of UpdateListOfChildren() public void ValidateInstructions() { if (m_Instructions == null) m_Instructions = new Instruction[0]; for (int i = 0; i < m_Instructions.Length; ++i) { if (m_Instructions[i].m_VirtualCamera != null && m_Instructions[i].m_VirtualCamera.transform.parent != transform) { m_Instructions[i].m_VirtualCamera = null; } } mActiveBlend = null; } private void AdvanceCurrentInstruction() { //UnityEngine.Profiling.Profiler.BeginSample("CinemachineBlendListCamera.AdvanceCurrentInstruction"); if (m_ChildCameras == null || m_ChildCameras.Length == 0 || mActivationTime < 0 || m_Instructions.Length == 0) { mActivationTime = -1; mCurrentInstruction = -1; mActiveBlend = null; } else if (mCurrentInstruction >= m_Instructions.Length - 1) { mCurrentInstruction = m_Instructions.Length - 1; } else { float now = Time.time; if (mCurrentInstruction < 0) { mActivationTime = now; mCurrentInstruction = 0; } else if (now - mActivationTime > Mathf.Max(0, m_Instructions[mCurrentInstruction].m_Hold)) { mActivationTime = now; ++mCurrentInstruction; } } //UnityEngine.Profiling.Profiler.EndSample(); } private CinemachineBlend CreateBlend( ICinemachineCamera camA, ICinemachineCamera camB, AnimationCurve blendCurve, float duration, CinemachineBlend activeBlend, float deltaTime) { if (blendCurve == null || duration <= 0 || (camA == null && camB == null)) return null; if (camA == null || activeBlend != null) { // Blend from the current camera position CameraState state = (activeBlend != null) ? activeBlend.State : State; camA = new StaticPointVirtualCamera(state, (activeBlend != null) ? "Mid-blend" : "(none)"); } return new CinemachineBlend(camA, camB, blendCurve,duration, 0); } } }