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61 行
2.5 KiB
61 行
2.5 KiB
using Cinemachine.Utility;
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using UnityEngine;
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namespace Cinemachine
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{
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/// <summary>
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/// This component will expose a non-cinemachine camera to the cinemachine system,
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/// allowing it to participate in blends.
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/// Just add it as a component alongside an existing Unity Camera component.
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/// </summary>
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[DocumentationSorting(14, DocumentationSortingAttribute.Level.UserRef)]
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[RequireComponent(typeof(Camera)), DisallowMultipleComponent, ExecuteInEditMode]
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[AddComponentMenu("Cinemachine/CinemachineExternalCamera")]
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public class CinemachineExternalCamera : CinemachineVirtualCameraBase
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{
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/// <summary>The object that the camera is looking at.</summary>
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[Tooltip("The object that the camera is looking at. Setting this will improve the quality of the blends to and from this camera")]
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[NoSaveDuringPlay]
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public Transform m_LookAt = null;
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private Camera m_Camera;
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private CameraState m_State = CameraState.Default;
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/// <summary>Get the CameraState, as we are able to construct one from the Unity Camera</summary>
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public override CameraState State { get { return m_State; } }
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/// <summary>The object that the camera is looking at</summary>
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override public Transform LookAt
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{
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get { return m_LookAt; }
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set { m_LookAt = value; }
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}
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/// <summary>This vcam defines no targets</summary>
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override public Transform Follow { get; set; }
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/// <summary>Construct a CameraState object from the Unity Camera</summary>
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public override void UpdateCameraState(Vector3 worldUp, float deltaTime)
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{
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// Get the state from the camera
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if (m_Camera == null)
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m_Camera = GetComponent<Camera>();
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m_State = CameraState.Default;
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m_State.RawPosition = transform.position;
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m_State.RawOrientation = transform.rotation;
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m_State.ReferenceUp = m_State.RawOrientation * Vector3.up;
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if (m_Camera != null)
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m_State.Lens = LensSettings.FromCamera(m_Camera);
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if (m_LookAt != null)
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{
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m_State.ReferenceLookAt = m_LookAt.transform.position;
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Vector3 dir = m_State.ReferenceLookAt - State.RawPosition;
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if (!dir.AlmostZero())
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m_State.ReferenceLookAt = m_State.RawPosition + Vector3.Project(
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dir, State.RawOrientation * Vector3.forward);
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}
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}
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}
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}
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