Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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using UnityEngine;
using UnityEditor;
using Cinemachine.Editor;
using System.Collections.Generic;
using Cinemachine.Utility;
namespace Cinemachine
{
[CustomEditor(typeof(CinemachineFreeLook))]
internal sealed class CinemachineFreeLookEditor
: CinemachineVirtualCameraBaseEditor<CinemachineFreeLook>
{
protected override List<string> GetExcludedPropertiesInInspector()
{
List<string> excluded = base.GetExcludedPropertiesInInspector();
excluded.Add(FieldPath(x => x.m_Orbits));
if (!Target.m_CommonLens)
excluded.Add(FieldPath(x => x.m_Lens));
if (Target.m_BindingMode == CinemachineTransposer.BindingMode.SimpleFollowWithWorldUp)
{
excluded.Add(FieldPath(x => x.m_Heading));
excluded.Add(FieldPath(x => x.m_RecenterToTargetHeading));
}
return excluded;
}
protected override void OnDisable()
{
base.OnDisable();
// Must destroy child editors or we get exceptions
if (m_editors != null)
foreach (UnityEditor.Editor e in m_editors)
if (e != null)
UnityEngine.Object.DestroyImmediate(e);
}
public override void OnInspectorGUI()
{
// Ordinary properties
BeginInspector();
DrawHeaderInInspector();
DrawPropertyInInspector(FindProperty(x => x.m_Priority));
DrawTargetsInInspector(FindProperty(x => x.m_Follow), FindProperty(x => x.m_LookAt));
DrawRemainingPropertiesInInspector();
// Orbits
EditorGUI.BeginChangeCheck();
SerializedProperty orbits = FindProperty(x => x.m_Orbits);
for (int i = 0; i < CinemachineFreeLook.RigNames.Length; ++i)
{
float hSpace = 3;
SerializedProperty orbit = orbits.GetArrayElementAtIndex(i);
Rect rect = EditorGUILayout.GetControlRect(true);
rect = EditorGUI.PrefixLabel(rect, new GUIContent(CinemachineFreeLook.RigNames[i]));
rect.height = EditorGUIUtility.singleLineHeight;
rect.width = rect.width / 2 - hSpace;
float oldWidth = EditorGUIUtility.labelWidth;
EditorGUIUtility.labelWidth = rect.width / 2;
SerializedProperty heightProp = orbit.FindPropertyRelative(() => Target.m_Orbits[i].m_Height);
EditorGUI.PropertyField(rect, heightProp, new GUIContent("Height"));
rect.x += rect.width + hSpace;
SerializedProperty radiusProp = orbit.FindPropertyRelative(() => Target.m_Orbits[i].m_Radius);
EditorGUI.PropertyField(rect, radiusProp, new GUIContent("Radius"));
EditorGUIUtility.labelWidth = oldWidth;
}
if (EditorGUI.EndChangeCheck())
serializedObject.ApplyModifiedProperties();
// Rigs
UpdateRigEditors();
for (int i = 0; i < m_editors.Length; ++i)
{
if (m_editors[i] == null)
continue;
EditorGUILayout.Separator();
EditorGUILayout.BeginVertical(GUI.skin.box);
EditorGUILayout.LabelField(RigNames[i], EditorStyles.boldLabel);
++EditorGUI.indentLevel;
m_editors[i].OnInspectorGUI();
--EditorGUI.indentLevel;
EditorGUILayout.EndVertical();
}
// Extensions
DrawExtensionsWidgetInInspector();
}
string[] RigNames;
CinemachineVirtualCameraBase[] m_rigs;
UnityEditor.Editor[] m_editors;
void UpdateRigEditors()
{
RigNames = CinemachineFreeLook.RigNames;
if (m_rigs == null)
m_rigs = new CinemachineVirtualCameraBase[RigNames.Length];
if (m_editors == null)
m_editors = new UnityEditor.Editor[RigNames.Length];
for (int i = 0; i < RigNames.Length; ++i)
{
CinemachineVirtualCamera rig = Target.GetRig(i);
if (rig == null || rig != m_rigs[i])
{
m_rigs[i] = rig;
if (m_editors[i] != null)
UnityEngine.Object.DestroyImmediate(m_editors[i]);
m_editors[i] = null;
if (rig != null)
CreateCachedEditor(rig, null, ref m_editors[i]);
}
}
}
/// <summary>
/// Register with CinemachineFreeLook to create the pipeline in an undo-friendly manner
/// </summary>
[InitializeOnLoad]
class CreateRigWithUndo
{
static CreateRigWithUndo()
{
CinemachineFreeLook.CreateRigOverride
= (CinemachineFreeLook vcam, string name, CinemachineVirtualCamera copyFrom) =>
{
// Create a new rig with default components
GameObject go = new GameObject(name);
Undo.RegisterCreatedObjectUndo(go, "created rig");
Undo.SetTransformParent(go.transform, vcam.transform, "parenting rig");
CinemachineVirtualCamera rig = Undo.AddComponent<CinemachineVirtualCamera>(go);
Undo.RecordObject(rig, "creating rig");
if (copyFrom != null)
ReflectionHelpers.CopyFields(copyFrom, rig);
else
{
go = rig.GetComponentOwner().gameObject;
Undo.RecordObject(Undo.AddComponent<CinemachineOrbitalTransposer>(go), "creating rig");
Undo.RecordObject(Undo.AddComponent<CinemachineComposer>(go), "creating rig");
}
return rig;
};
CinemachineFreeLook.DestroyRigOverride = (GameObject rig) =>
{
Undo.DestroyObjectImmediate(rig);
};
}
}
[DrawGizmo(GizmoType.Active | GizmoType.Selected, typeof(CinemachineFreeLook))]
private static void DrawFreeLookGizmos(CinemachineFreeLook vcam, GizmoType selectionType)
{
// Standard frustum and logo
CinemachineBrainEditor.DrawVirtualCameraBaseGizmos(vcam, selectionType);
Color originalGizmoColour = Gizmos.color;
bool isActiveVirtualCam = CinemachineCore.Instance.IsLive(vcam);
Gizmos.color = isActiveVirtualCam
? CinemachineSettings.CinemachineCoreSettings.ActiveGizmoColour
: CinemachineSettings.CinemachineCoreSettings.InactiveGizmoColour;
if (vcam.Follow != null)
{
Vector3 pos = vcam.Follow.position;
Vector3 up = Vector3.up;
CinemachineBrain brain = CinemachineCore.Instance.FindPotentialTargetBrain(vcam);
if (brain != null)
up = brain.DefaultWorldUp;
var MiddleRig = vcam.GetRig(1).GetCinemachineComponent<CinemachineOrbitalTransposer>();
Quaternion orient = MiddleRig.GetReferenceOrientation(up);
up = orient * Vector3.up;
float rotation = vcam.m_XAxis.Value + vcam.m_Heading.m_HeadingBias;
orient = Quaternion.AngleAxis(rotation, up) * orient;
CinemachineOrbitalTransposerEditor.DrawCircleAtPointWithRadius(
pos + up * vcam.m_Orbits[0].m_Height, orient, vcam.m_Orbits[0].m_Radius);
CinemachineOrbitalTransposerEditor.DrawCircleAtPointWithRadius(
pos + up * vcam.m_Orbits[1].m_Height, orient, vcam.m_Orbits[1].m_Radius);
CinemachineOrbitalTransposerEditor.DrawCircleAtPointWithRadius(
pos + up * vcam.m_Orbits[2].m_Height, orient, vcam.m_Orbits[2].m_Radius);
DrawCameraPath(pos, orient, vcam);
}
Gizmos.color = originalGizmoColour;
}
private static void DrawCameraPath(Vector3 atPos, Quaternion orient, CinemachineFreeLook vcam)
{
Matrix4x4 prevMatrix = Gizmos.matrix;
Gizmos.matrix = Matrix4x4.TRS(atPos, orient, Vector3.one);
const int kNumStepsPerPair = 30;
Vector3 currPos = vcam.GetLocalPositionForCameraFromInput(0f);
for (int i = 1; i < kNumStepsPerPair + 1; ++i)
{
float t = (float)i / (float)kNumStepsPerPair;
Vector3 nextPos = vcam.GetLocalPositionForCameraFromInput(t);
Gizmos.DrawLine(currPos, nextPos);
Gizmos.DrawWireSphere(nextPos, 0.02f);
currPos = nextPos;
}
Gizmos.matrix = prevMatrix;
}
}
}