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 System;
using System.IO;
namespace Cinemachine.Editor
{
public static class CinemachineMenu
{
public const string kCinemachineRootMenu = "Assets/Create/Cinemachine/";
[MenuItem(kCinemachineRootMenu + "Blender/Settings")]
private static void CreateBlenderSettingAsset()
{
ScriptableObjectUtility.Create<CinemachineBlenderSettings>();
}
[MenuItem(kCinemachineRootMenu + "Noise/Settings")]
private static void CreateNoiseSettingAsset()
{
ScriptableObjectUtility.Create<NoiseSettings>();
}
[MenuItem("Cinemachine/Create Virtual Camera", false, 1)]
public static CinemachineVirtualCamera CreateVirtualCamera()
{
return InternalCreateVirtualCamera(
"CM vcam", true, typeof(CinemachineComposer), typeof(CinemachineTransposer));
}
[MenuItem("Cinemachine/Create FreeLook Camera", false, 1)]
private static void CreateFreeLookCamera()
{
CreateCameraBrainIfAbsent();
GameObject go = new GameObject(
GenerateUniqueObjectName(typeof(CinemachineFreeLook), "CM FreeLook"));
Undo.RegisterCreatedObjectUndo(go, "create FreeLook");
Undo.AddComponent<CinemachineFreeLook>(go);
Selection.activeGameObject = go;
}
[MenuItem("Cinemachine/Create Blend List Camera", false, 1)]
private static void CreateBlendListCamera()
{
CreateCameraBrainIfAbsent();
GameObject go = new GameObject(
GenerateUniqueObjectName(typeof(CinemachineBlendListCamera), "CM BlendListCamera"));
Undo.RegisterCreatedObjectUndo(go, "create Blend List camera");
var vcam = Undo.AddComponent<CinemachineBlendListCamera>(go);
Selection.activeGameObject = go;
// Give it a couple of children
var child1 = CreateDefaultVirtualCamera();
Undo.SetTransformParent(child1.transform, go.transform, "create BlendListCam child");
var child2 = CreateDefaultVirtualCamera();
child2.m_Lens.FieldOfView = 10;
Undo.SetTransformParent(child2.transform, go.transform, "create BlendListCam child");
// Set up initial instruction set
vcam.m_Instructions = new CinemachineBlendListCamera.Instruction[2];
vcam.m_Instructions[0].m_VirtualCamera = child1;
vcam.m_Instructions[0].m_Hold = 1f;
vcam.m_Instructions[1].m_VirtualCamera = child2;
vcam.m_Instructions[1].m_Blend.m_Style = CinemachineBlendDefinition.Style.EaseInOut;
vcam.m_Instructions[1].m_Blend.m_Time = 2f;
}
[MenuItem("Cinemachine/Create State-Driven Camera", false, 1)]
private static void CreateStateDivenCamera()
{
CreateCameraBrainIfAbsent();
GameObject go = new GameObject(
GenerateUniqueObjectName(typeof(CinemachineStateDrivenCamera), "CM StateDrivenCamera"));
Undo.RegisterCreatedObjectUndo(go, "create state driven camera");
Undo.AddComponent<CinemachineStateDrivenCamera>(go);
Selection.activeGameObject = go;
// Give it a child
Undo.SetTransformParent(CreateDefaultVirtualCamera().transform, go.transform, "create state driven camera");
}
[MenuItem("Cinemachine/Create ClearShot Camera", false, 1)]
private static void CreateClearShotVirtualCamera()
{
CreateCameraBrainIfAbsent();
GameObject go = new GameObject(
GenerateUniqueObjectName(typeof(CinemachineClearShot), "CM ClearShot"));
Undo.RegisterCreatedObjectUndo(go, "create ClearShot camera");
Undo.AddComponent<CinemachineClearShot>(go);
Selection.activeGameObject = go;
// Give it a child
var child = CreateDefaultVirtualCamera();
Undo.SetTransformParent(child.transform, go.transform, "create ClearShot camera");
var collider = Undo.AddComponent<CinemachineCollider>(child.gameObject);
collider.m_AvoidObstacles = false;
Undo.RecordObject(collider, "create ClearShot camera");
}
[MenuItem("Cinemachine/Create Dolly Camera with Track", false, 1)]
private static void CreateDollyCameraWithPath()
{
CinemachineVirtualCamera vcam = InternalCreateVirtualCamera(
"CM vcam", true, typeof(CinemachineComposer), typeof(CinemachineTrackedDolly));
GameObject go = new GameObject(
GenerateUniqueObjectName(typeof(CinemachineSmoothPath), "DollyTrack"));
Undo.RegisterCreatedObjectUndo(go, "create track");
CinemachineSmoothPath path = Undo.AddComponent<CinemachineSmoothPath>(go);
var dolly = vcam.GetCinemachineComponent<CinemachineTrackedDolly>();
Undo.RecordObject(dolly, "create track");
dolly.m_Path = path;
}
[MenuItem("Cinemachine/Create Target Group Camera", false, 1)]
private static void CreateTargetGroupCamera()
{
CinemachineVirtualCamera vcam = InternalCreateVirtualCamera(
"CM vcam", true, typeof(CinemachineGroupComposer), typeof(CinemachineTransposer));
GameObject go = new GameObject(
GenerateUniqueObjectName(typeof(CinemachineTargetGroup), "TargetGroup"),
typeof(CinemachineTargetGroup));
Undo.RegisterCreatedObjectUndo(go, "create target group");
vcam.LookAt = go.transform;
vcam.Follow = go.transform;
}
[MenuItem("Cinemachine/Create Mixing Camera", false, 1)]
private static void CreateMixingCamera()
{
CreateCameraBrainIfAbsent();
GameObject go = new GameObject(
GenerateUniqueObjectName(typeof(CinemachineMixingCamera), "CM MixingCamera"));
Undo.RegisterCreatedObjectUndo(go, "create MixingCamera camera");
Undo.AddComponent<CinemachineMixingCamera>(go);
Selection.activeGameObject = go;
// Give it a couple of children
Undo.SetTransformParent(CreateDefaultVirtualCamera().transform, go.transform, "create MixedCamera child");
Undo.SetTransformParent(CreateDefaultVirtualCamera().transform, go.transform, "create MixingCamera child");
}
[MenuItem("Cinemachine/Create 2D Camera", false, 1)]
private static void Create2DCamera()
{
InternalCreateVirtualCamera("CM vcam", true, typeof(CinemachineFramingTransposer));
}
[MenuItem("Cinemachine/Create Dolly Track with Cart", false, 1)]
private static void CreateDollyTrackWithCart()
{
GameObject go = new GameObject(
GenerateUniqueObjectName(typeof(CinemachineSmoothPath), "DollyTrack"));
Undo.RegisterCreatedObjectUndo(go, "create track");
CinemachineSmoothPath path = Undo.AddComponent<CinemachineSmoothPath>(go);
Selection.activeGameObject = go;
go = new GameObject(GenerateUniqueObjectName(typeof(CinemachineDollyCart), "DollyCart"));
Undo.RegisterCreatedObjectUndo(go, "create cart");
CinemachineDollyCart cart = Undo.AddComponent<CinemachineDollyCart>(go);
Undo.RecordObject(cart, "create track");
cart.m_Path = path;
}
[MenuItem("Cinemachine/Import Example Asset Package")]
private static void ImportExamplePackage()
{
string pkgFile = ScriptableObjectUtility.CinemachineInstallPath
+ "/CinemachineExamples.unitypackage";
if (!File.Exists(pkgFile))
Debug.LogError("Missing file " + pkgFile);
else
AssetDatabase.ImportPackage(pkgFile, true);
}
/// <summary>
/// Create a default Virtual Camera, with standard components
/// </summary>
public static CinemachineVirtualCamera CreateDefaultVirtualCamera()
{
return InternalCreateVirtualCamera(
"CM vcam", false, typeof(CinemachineComposer), typeof(CinemachineTransposer));
}
/// <summary>
/// Create a Virtual Camera, with components
/// </summary>
static CinemachineVirtualCamera InternalCreateVirtualCamera(
string name, bool selectIt, params Type[] components)
{
// Create a new virtual camera
CreateCameraBrainIfAbsent();
GameObject go = new GameObject(
GenerateUniqueObjectName(typeof(CinemachineVirtualCamera), name));
Undo.RegisterCreatedObjectUndo(go, "create " + name);
CinemachineVirtualCamera vcam = Undo.AddComponent<CinemachineVirtualCamera>(go);
GameObject componentOwner = vcam.GetComponentOwner().gameObject;
foreach (Type t in components)
Undo.AddComponent(componentOwner, t);
vcam.InvalidateComponentPipeline();
if (selectIt)
Selection.activeObject = go;
return vcam;
}
/// <summary>
/// If there is no CinemachineBrain in the scene, try to create one on the main camera
/// </summary>
public static void CreateCameraBrainIfAbsent()
{
CinemachineBrain[] brains = UnityEngine.Object.FindObjectsOfType(
typeof(CinemachineBrain)) as CinemachineBrain[];
if (brains == null || brains.Length == 0)
{
Camera cam = Camera.main;
if (cam == null)
{
Camera[] cams = UnityEngine.Object.FindObjectsOfType(
typeof(Camera)) as Camera[];
if (cams != null && cams.Length > 0)
cam = cams[0];
}
if (cam != null)
{
Undo.AddComponent<CinemachineBrain>(cam.gameObject);
}
}
}
/// <summary>
/// Generate a unique name with the given prefix by adding a suffix to it
/// </summary>
public static string GenerateUniqueObjectName(Type type, string prefix)
{
int count = 0;
UnityEngine.Object[] all = Resources.FindObjectsOfTypeAll(type);
foreach (UnityEngine.Object o in all)
{
if (o != null && o.name.StartsWith(prefix))
{
string suffix = o.name.Substring(prefix.Length);
int i;
if (Int32.TryParse(suffix, out i) && i > count)
count = i;
}
}
return prefix + (count + 1);
}
}
}