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using Cinemachine.Utility;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Cinemachine
{
/// <summary>
/// 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.
/// </summary>
[DocumentationSorting(13, DocumentationSortingAttribute.Level.UserRef)]
[ExecuteInEditMode, DisallowMultipleComponent]
[AddComponentMenu("Cinemachine/CinemachineBlendListCamera")]
public class CinemachineBlendListCamera : CinemachineVirtualCameraBase
{
/// <summary>Default object for the camera children to look at (the aim target), if not specified in a child rig. May be empty</summary>
[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;
/// <summary>Default object for the camera children wants to move with (the body target), if not specified in a child rig. May be empty</summary>
[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;
/// <summary>When enabled, the current camera and blend will be indicated in the game window, for debugging</summary>
[Tooltip("When enabled, the current child camera and blend will be indicated in the game window, for debugging")]
public bool m_ShowDebugText = false;
/// <summary>Force all child cameras to be enabled. This is useful if animating them in Timeline, but consumes extra resources.</summary>
[Tooltip("Force all child cameras to be enabled. This is useful if animating them in Timeline, but consumes extra resources")]
public bool m_EnableAllChildCameras;
/// <summary>Internal API for the editor. Do not use this field</summary>
[SerializeField][HideInInspector][NoSaveDuringPlay]
public CinemachineVirtualCameraBase[] m_ChildCameras = null;
/// <summary>This represents a single entry in the instrunction list of the BlendListCamera.</summary>
[Serializable]
public struct Instruction
{
/// <summary>The virtual camera to activate when this instruction becomes active</summary>
[Tooltip("The virtual camera to activate when this instruction becomes active")]
public CinemachineVirtualCameraBase m_VirtualCamera;
/// <summary>How long to wait (in seconds) before activating the next virtual camera in the list (if any)</summary>
[Tooltip("How long to wait (in seconds) before activating the next virtual camera in the list (if any)")]
public float m_Hold;
/// <summary>How to blend to the next virtual camera in the list (if any)</summary>
[CinemachineBlendDefinitionProperty]
[Tooltip("How to blend to the next virtual camera in the list (if any)")]
public CinemachineBlendDefinition m_Blend;
};
/// <summary>The set of instructions associating virtual cameras with states.
/// The set of instructions for enabling child cameras</summary>
[Tooltip("The set of instructions for enabling child cameras.")]
public Instruction[] m_Instructions;
/// <summary>Gets a brief debug description of this virtual camera, for use when displayiong debug info</summary>
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;
}
}
/// <summary>Get the current "best" child virtual camera, that would be chosen
/// if the State Driven Camera were active.</summary>
public ICinemachineCamera LiveChild { set; get; }
/// <summary>Return the live child.</summary>
public override ICinemachineCamera LiveChildOrSelf { get { return LiveChild; } }
/// <summary>Check whether the vcam a live child of this camera.</summary>
/// <param name="vcam">The Virtual Camera to check</param>
/// <returns>True if the vcam is currently actively influencing the state of this vcam</returns>
public override bool IsLiveChild(ICinemachineCamera vcam)
{
return vcam == LiveChild
|| (mActiveBlend != null && (vcam == mActiveBlend.CamA || vcam == mActiveBlend.CamB));
}
/// <summary>The State of the current live child</summary>
public override CameraState State { get { return m_State; } }
/// <summary>Get the current LookAt target. Returns parent's LookAt if parent
/// is non-null and no specific LookAt defined for this camera</summary>
override public Transform LookAt
{
get { return ResolveLookAt(m_LookAt); }
set { m_LookAt = value; }
}
/// <summary>Get the current Follow target. Returns parent's Follow if parent
/// is non-null and no specific Follow defined for this camera</summary>
override public Transform Follow
{
get { return ResolveFollow(m_Follow); }
set { m_Follow = value; }
}
/// <summary>Remove a Pipeline stage hook callback.
/// Make sure it is removed from all the children.</summary>
/// <param name="d">The delegate to remove.</param>
public override void RemovePostPipelineStageHook(OnPostPipelineStageDelegate d)
{
base.RemovePostPipelineStageHook(d);
UpdateListOfChildren();
foreach (var vcam in m_ChildCameras)
vcam.RemovePostPipelineStageHook(d);
}
/// <summary>Notification that this virtual camera is going live.
/// <param name="fromCam">The camera being deactivated. May be null.</param>
/// <param name="worldUp">Default world Up, set by the CinemachineBrain</param>
/// <param name="deltaTime">Delta time for time-based effects (ignore if less than or equal to 0)</param>
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);
}
/// <summary>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.</summary>
/// <param name="worldUp">Default world Up, set by the CinemachineBrain</param>
/// <param name="deltaTime">Delta time for time-based effects (ignore if less than or equal to 0)</param>
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();
}
/// <summary>Makes sure the internal child cache is up to date</summary>
protected override void OnEnable()
{
base.OnEnable();
InvalidateListOfChildren();
mActiveBlend = null;
}
/// <summary>Makes sure the internal child cache is up to date</summary>
public void OnTransformChildrenChanged()
{
InvalidateListOfChildren();
}
#if UNITY_EDITOR
/// <summary>Displays the current active camera on the game screen, if requested</summary>
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;
/// <summary>The list of child cameras. These are just the immediate children in the hierarchy.</summary>
public CinemachineVirtualCameraBase[] ChildCameras { get { UpdateListOfChildren(); return m_ChildCameras; }}
/// <summary>Is there a blend in progress?</summary>
public bool IsBlending { get { return mActiveBlend != null; } }
/// <summary>The time at which the current instruction went live</summary>
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<CinemachineVirtualCameraBase> list = new List<CinemachineVirtualCameraBase>();
CinemachineVirtualCameraBase[] kids = GetComponentsInChildren<CinemachineVirtualCameraBase>(true);
foreach (CinemachineVirtualCameraBase k in kids)
if (k.transform.parent == transform)
list.Add(k);
m_ChildCameras = list.ToArray();
ValidateInstructions();
}
/// <summary>Internal API for the inspector editor.</summary>
/// // 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);
}
}
}