using UnityEngine; using UnityEditor; using Cinemachine.Utility; namespace Cinemachine.Editor { [CustomEditor(typeof(CinemachineComposer))] internal class CinemachineComposerEditor : BaseEditor { CinemachineScreenComposerGuides mScreenGuideEditor; protected virtual void OnEnable() { mScreenGuideEditor = new CinemachineScreenComposerGuides(); mScreenGuideEditor.GetHardGuide = () => { return Target.HardGuideRect; }; mScreenGuideEditor.GetSoftGuide = () => { return Target.SoftGuideRect; }; mScreenGuideEditor.SetHardGuide = (Rect r) => { Target.HardGuideRect = r; }; mScreenGuideEditor.SetSoftGuide = (Rect r) => { Target.SoftGuideRect = r; }; mScreenGuideEditor.Target = () => { return serializedObject; }; Target.OnGUICallback += OnGUI; UnityEditorInternal.InternalEditorUtility.RepaintAllViews(); } protected virtual void OnDisable() { if (Target != null) Target.OnGUICallback -= OnGUI; UnityEditorInternal.InternalEditorUtility.RepaintAllViews(); } public override void OnInspectorGUI() { BeginInspector(); if (Target.LookAtTarget == null) EditorGUILayout.HelpBox( "A LookAt target is required. Change Aim to Do Nothing if you don't want a LookAt target.", MessageType.Warning); // First snapshot some settings Rect oldHard = Target.HardGuideRect; Rect oldSoft = Target.SoftGuideRect; // Draw the properties DrawRemainingPropertiesInInspector(); mScreenGuideEditor.SetNewBounds(oldHard, oldSoft, Target.HardGuideRect, Target.SoftGuideRect); } protected virtual void OnGUI() { // Draw the camera guides if (!Target.IsValid || !CinemachineSettings.CinemachineCoreSettings.ShowInGameGuides) return; CinemachineBrain brain = CinemachineCore.Instance.FindPotentialTargetBrain(Target.VirtualCamera); if (brain == null || brain.OutputCamera.activeTexture != null) return; bool isLive = CinemachineCore.Instance.IsLive(Target.VirtualCamera); // Screen guides mScreenGuideEditor.OnGUI_DrawGuides(isLive, brain.OutputCamera, Target.VcamState.Lens, true); // Draw an on-screen gizmo for the target if (Target.LookAtTarget != null && isLive) { Vector3 targetScreenPosition = brain.OutputCamera.WorldToScreenPoint(Target.TrackedPoint); if (targetScreenPosition.z > 0) { targetScreenPosition.y = Screen.height - targetScreenPosition.y; GUI.color = CinemachineSettings.ComposerSettings.TargetColour; Rect r = new Rect(targetScreenPosition, Vector2.zero); float size = (CinemachineSettings.ComposerSettings.TargetSize + CinemachineScreenComposerGuides.kGuideBarWidthPx) / 2; GUI.DrawTexture(r.Inflated(new Vector2(size, size)), Texture2D.whiteTexture); size -= CinemachineScreenComposerGuides.kGuideBarWidthPx; if (size > 0) { Vector4 overlayOpacityScalar = new Vector4(1f, 1f, 1f, CinemachineSettings.ComposerSettings.OverlayOpacity); GUI.color = Color.black * overlayOpacityScalar; GUI.DrawTexture(r.Inflated(new Vector2(size, size)), Texture2D.whiteTexture); } } } } } }