using UnityEngine; namespace Cinemachine { /// /// This is a CinemachineComponent in the Aim section of the component pipeline. /// Its job is to aim the camera hard at the LookAt target. /// [DocumentationSorting(23, DocumentationSortingAttribute.Level.UserRef)] [AddComponentMenu("")] // Don't display in add component menu [RequireComponent(typeof(CinemachinePipeline))] [SaveDuringPlay] public class CinemachineHardLookAt : CinemachineComponentBase { /// True if component is enabled and has a LookAt defined public override bool IsValid { get { return enabled && LookAtTarget != null; } } /// Get the Cinemachine Pipeline stage that this component implements. /// Always returns the Aim stage public override CinemachineCore.Stage Stage { get { return CinemachineCore.Stage.Aim; } } /// Applies the composer rules and orients the camera accordingly /// The current camera state /// Used for calculating damping. If less than /// zero, then target will snap to the center of the dead zone. 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); } } } } }