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673 行
30 KiB
673 行
30 KiB
using UnityEngine;
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using Cinemachine.Utility;
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using UnityEngine.Serialization;
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using System;
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namespace Cinemachine
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{
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/// <summary>
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/// A Cinemachine Camera geared towards a 3rd person camera experience.
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/// The camera orbits around its subject with three separate camera rigs defining
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/// rings around the target. Each rig has its own radius, height offset, composer,
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/// and lens settings.
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/// Depending on the camera's position along the spline connecting these three rigs,
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/// these settings are interpolated to give the final camera position and state.
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/// </summary>
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[DocumentationSorting(11, DocumentationSortingAttribute.Level.UserRef)]
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[ExecuteInEditMode, DisallowMultipleComponent]
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[AddComponentMenu("Cinemachine/CinemachineFreeLook")]
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public class CinemachineFreeLook : CinemachineVirtualCameraBase
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{
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/// <summary>Object for the camera children to look at (the aim target)</summary>
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[Tooltip("Object for the camera children to look at (the aim target).")]
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[NoSaveDuringPlay]
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public Transform m_LookAt = null;
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/// <summary>Object for the camera children wants to move with (the body target)</summary>
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[Tooltip("Object for the camera children wants to move with (the body target).")]
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[NoSaveDuringPlay]
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public Transform m_Follow = null;
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/// <summary>If enabled, this lens setting will apply to all three child rigs, otherwise the child rig lens settings will be used</summary>
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[Tooltip("If enabled, this lens setting will apply to all three child rigs, otherwise the child rig lens settings will be used")]
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[FormerlySerializedAs("m_UseCommonLensSetting")]
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public bool m_CommonLens = true;
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/// <summary>Specifies the lens properties of this Virtual Camera.
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/// This generally mirrors the Unity Camera's lens settings, and will be used to drive
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/// the Unity camera when the vcam is active</summary>
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[FormerlySerializedAs("m_LensAttributes")]
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[Tooltip("Specifies the lens properties of this Virtual Camera. This generally mirrors the Unity Camera's lens settings, and will be used to drive the Unity camera when the vcam is active")]
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[LensSettingsProperty]
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public LensSettings m_Lens = LensSettings.Default;
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/// <summary>The Vertical axis. Value is 0..1. Chooses how to blend the child rigs</summary>
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[Header("Axis Control")]
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[Tooltip("The Vertical axis. Value is 0..1. Chooses how to blend the child rigs")]
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public AxisState m_YAxis = new AxisState(2f, 0.2f, 0.1f, 0.5f, "Mouse Y", false);
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/// <summary>The Horizontal axis. Value is 0..359. This is passed on to the rigs' OrbitalTransposer component</summary>
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[Tooltip("The Horizontal axis. Value is 0..359. This is passed on to the rigs' OrbitalTransposer component")]
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public AxisState m_XAxis = new AxisState(300f, 0.1f, 0.1f, 0f, "Mouse X", true);
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/// <summary>The definition of Forward. Camera will follow behind</summary>
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[Tooltip("The definition of Forward. Camera will follow behind.")]
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public CinemachineOrbitalTransposer.Heading m_Heading
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= new CinemachineOrbitalTransposer.Heading(
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CinemachineOrbitalTransposer.Heading.HeadingDefinition.TargetForward, 4, 0);
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/// <summary>Controls how automatic recentering of the X axis is accomplished</summary>
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[Tooltip("Controls how automatic recentering of the X axis is accomplished")]
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public CinemachineOrbitalTransposer.Recentering m_RecenterToTargetHeading
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= new CinemachineOrbitalTransposer.Recentering(false, 1, 2);
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/// <summary>The coordinate space to use when interpreting the offset from the target</summary>
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[Header("Orbits")]
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[Tooltip("The coordinate space to use when interpreting the offset from the target. This is also used to set the camera's Up vector, which will be maintained when aiming the camera.")]
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public CinemachineOrbitalTransposer.BindingMode m_BindingMode
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= CinemachineOrbitalTransposer.BindingMode.SimpleFollowWithWorldUp;
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/// <summary></summary>
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[Tooltip("Controls how taut is the line that connects the rigs' orbits, which determines final placement on the Y axis")]
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[Range(0f, 1f)]
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[FormerlySerializedAs("m_SplineTension")]
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public float m_SplineCurvature = 0.2f;
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/// <summary>Defines the height and radius of the Rig orbit</summary>
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[Serializable]
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public struct Orbit
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{
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/// <summary>Height relative to target</summary>
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public float m_Height;
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/// <summary>Radius of orbit</summary>
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public float m_Radius;
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/// <summary>Constructor with specific values</summary>
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public Orbit(float h, float r) { m_Height = h; m_Radius = r; }
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}
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/// <summary>The radius and height of the three orbiting rigs</summary>
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[Tooltip("The radius and height of the three orbiting rigs.")]
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public Orbit[] m_Orbits = new Orbit[3]
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{
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// These are the default orbits
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new Orbit(4.5f, 1.75f),
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new Orbit(2.5f, 3f),
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new Orbit(0.4f, 1.3f)
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};
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// Legacy support
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[SerializeField] [HideInInspector] [FormerlySerializedAs("m_HeadingBias")]
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private float m_LegacyHeadingBias = float.MaxValue;
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bool mUseLegacyRigDefinitions = false;
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/// <summary>Enforce bounds for fields, when changed in inspector.</summary>
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protected override void OnValidate()
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{
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base.OnValidate();
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// Upgrade after a legacy deserialize
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if (m_LegacyHeadingBias != float.MaxValue)
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{
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m_Heading.m_HeadingBias = m_LegacyHeadingBias;
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m_LegacyHeadingBias = float.MaxValue;
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m_RecenterToTargetHeading.LegacyUpgrade(
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ref m_Heading.m_HeadingDefinition, ref m_Heading.m_VelocityFilterStrength);
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mUseLegacyRigDefinitions = true;
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}
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m_YAxis.Validate();
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m_XAxis.Validate();
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m_RecenterToTargetHeading.Validate();
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m_Lens.Validate();
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InvalidateRigCache();
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}
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/// <summary>Get a child rig</summary>
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/// <param name="i">Rig index. Can be 0, 1, or 2</param>
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/// <returns>The rig, or null if index is bad.</returns>
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public CinemachineVirtualCamera GetRig(int i)
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{
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UpdateRigCache();
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return (i < 0 || i > 2) ? null : m_Rigs[i];
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}
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/// <summary>Names of the 3 child rigs</summary>
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public static string[] RigNames { get { return new string[] { "TopRig", "MiddleRig", "BottomRig" }; } }
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bool mIsDestroyed = false;
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/// <summary>Updates the child rig cache</summary>
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protected override void OnEnable()
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{
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mIsDestroyed = false;
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base.OnEnable();
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InvalidateRigCache();
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}
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/// <summary>Makes sure that the child rigs get destroyed in an undo-firndly manner.
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/// Invalidates the rig cache.</summary>
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protected override void OnDestroy()
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{
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// Make the rigs visible instead of destroying - this is to keep Undo happy
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if (m_Rigs != null)
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foreach (var rig in m_Rigs)
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if (rig != null && rig.gameObject != null)
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rig.gameObject.hideFlags
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&= ~(HideFlags.HideInHierarchy | HideFlags.HideInInspector);
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mIsDestroyed = true;
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base.OnDestroy();
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}
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/// <summary>Invalidates the rig cache</summary>
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void OnTransformChildrenChanged()
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{
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InvalidateRigCache();
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}
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void Reset()
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{
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DestroyRigs();
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}
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/// <summary>The cacmera state, which will be a blend of the child rig states</summary>
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override public CameraState State { get { return m_State; } }
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/// <summary>Get the current LookAt target. Returns parent's LookAt if parent
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/// is non-null and no specific LookAt defined for this camera</summary>
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override public Transform LookAt
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{
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get { return ResolveLookAt(m_LookAt); }
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set { m_LookAt = value; }
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}
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/// <summary>Get the current Follow target. Returns parent's Follow if parent
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/// is non-null and no specific Follow defined for this camera</summary>
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override public Transform Follow
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{
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get { return ResolveFollow(m_Follow); }
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set { m_Follow = value; }
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}
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/// <summary>Returns the rig with the greatest weight</summary>
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public override ICinemachineCamera LiveChildOrSelf
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{
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get
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{
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// Do not update the rig cache here or there will be infinite loop at creation time
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if (m_Rigs == null || m_Rigs.Length != 3)
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return this;
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if (m_YAxis.Value < 0.33f)
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return m_Rigs[2];
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if (m_YAxis.Value > 0.66f)
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return m_Rigs[0];
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return m_Rigs[1];
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}
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}
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/// <summary>Check whether the vcam a live child of this camera.
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/// Returns true if the child is currently contributing actively to the camera state.</summary>
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/// <param name="vcam">The Virtual Camera to check</param>
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/// <returns>True if the vcam is currently actively influencing the state of this vcam</returns>
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public override bool IsLiveChild(ICinemachineCamera vcam)
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{
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// Do not update the rig cache here or there will be infinite loop at creation time
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if (m_Rigs == null || m_Rigs.Length != 3)
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return false;
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if (m_YAxis.Value < 0.33f)
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return vcam == (ICinemachineCamera)m_Rigs[2];
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if (m_YAxis.Value > 0.66f)
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return vcam == (ICinemachineCamera)m_Rigs[0];
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return vcam == (ICinemachineCamera)m_Rigs[1];
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}
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/// <summary>Remove a Pipeline stage hook callback.
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/// Make sure it is removed from all the children.</summary>
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/// <param name="d">The delegate to remove.</param>
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public override void RemovePostPipelineStageHook(OnPostPipelineStageDelegate d)
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{
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base.RemovePostPipelineStageHook(d);
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UpdateRigCache();
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if (m_Rigs != null)
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foreach (var vcam in m_Rigs)
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if (vcam != null)
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vcam.RemovePostPipelineStageHook(d);
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}
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/// <summary>Called by CinemachineCore at designated update time
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/// so the vcam can position itself and track its targets. All 3 child rigs are updated,
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/// and a blend calculated, depending on the value of the Y axis.</summary>
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/// <param name="worldUp">Default world Up, set by the CinemachineBrain</param>
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/// <param name="deltaTime">Delta time for time-based effects (ignore if less than 0)</param>
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override public void UpdateCameraState(Vector3 worldUp, float deltaTime)
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{
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//UnityEngine.Profiling.Profiler.BeginSample("CinemachineFreeLook.UpdateCameraState");
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if (!PreviousStateIsValid)
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deltaTime = -1;
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UpdateRigCache();
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// Reset the base camera state, in case the game object got moved in the editor
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if (deltaTime < 0)
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m_State = PullStateFromVirtualCamera(worldUp); // Not in gameplay
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// Update the current state by invoking the component pipeline
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m_State = CalculateNewState(worldUp, deltaTime);
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// Push the raw position back to the game object's transform, so it
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// moves along with the camera. Leave the orientation alone, because it
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// screws up camera dragging when there is a LookAt behaviour.
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if (Follow != null)
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{
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Vector3 delta = State.RawPosition - transform.position;
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transform.position = State.RawPosition;
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m_Rigs[0].transform.position -= delta;
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m_Rigs[1].transform.position -= delta;
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m_Rigs[2].transform.position -= delta;
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}
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PreviousStateIsValid = true;
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// Set up for next frame
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bool activeCam = (deltaTime >= 0) || CinemachineCore.Instance.IsLive(this);
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if (activeCam)
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m_YAxis.Update(deltaTime);
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PushSettingsToRigs();
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//UnityEngine.Profiling.Profiler.EndSample();
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}
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/// <summary>If we are transitioning from another FreeLook, grab the axis values from it.</summary>
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/// <param name="fromCam">The camera being deactivated. May be null.</param>
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/// <param name="worldUp">Default world Up, set by the CinemachineBrain</param>
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/// <param name="deltaTime">Delta time for time-based effects (ignore if less than or equal to 0)</param>
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public override void OnTransitionFromCamera(
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ICinemachineCamera fromCam, Vector3 worldUp, float deltaTime)
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{
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base.OnTransitionFromCamera(fromCam, worldUp, deltaTime);
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if ((fromCam != null) && (fromCam is CinemachineFreeLook))
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{
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CinemachineFreeLook freeLookFrom = fromCam as CinemachineFreeLook;
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if (freeLookFrom.Follow == Follow)
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{
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m_XAxis.Value = freeLookFrom.m_XAxis.Value;
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m_YAxis.Value = freeLookFrom.m_YAxis.Value;
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UpdateCameraState(worldUp, deltaTime);
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}
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}
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}
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CameraState m_State = CameraState.Default; // Current state this frame
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/// Serialized in order to support copy/paste
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[SerializeField][HideInInspector][NoSaveDuringPlay] private CinemachineVirtualCamera[] m_Rigs
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= new CinemachineVirtualCamera[3];
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void InvalidateRigCache() { mOrbitals = null; }
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CinemachineOrbitalTransposer[] mOrbitals = null;
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CinemachineBlend mBlendA;
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CinemachineBlend mBlendB;
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/// <summary>
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/// Override component pipeline creation.
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/// This needs to be done by the editor to support Undo.
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/// The override must do exactly the same thing as the CreatePipeline method in this class.
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/// </summary>
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public static CreateRigDelegate CreateRigOverride;
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/// <summary>
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/// Override component pipeline creation.
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/// This needs to be done by the editor to support Undo.
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/// The override must do exactly the same thing as the CreatePipeline method in this class.
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/// </summary>
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public delegate CinemachineVirtualCamera CreateRigDelegate(
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CinemachineFreeLook vcam, string name, CinemachineVirtualCamera copyFrom);
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/// <summary>
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/// Override component pipeline destruction.
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/// This needs to be done by the editor to support Undo.
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/// </summary>
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public static DestroyRigDelegate DestroyRigOverride;
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/// <summary>
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/// Override component pipeline destruction.
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/// This needs to be done by the editor to support Undo.
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/// </summary>
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public delegate void DestroyRigDelegate(GameObject rig);
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private void DestroyRigs()
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{
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CinemachineVirtualCamera[] oldRigs = new CinemachineVirtualCamera[RigNames.Length];
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for (int i = 0; i < RigNames.Length; ++i)
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{
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foreach (Transform child in transform)
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if (child.gameObject.name == RigNames[i])
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oldRigs[i] = child.GetComponent<CinemachineVirtualCamera>();
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}
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for (int i = 0; i < oldRigs.Length; ++i)
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{
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if (oldRigs[i] != null)
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{
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if (DestroyRigOverride != null)
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DestroyRigOverride(oldRigs[i].gameObject);
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else
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Destroy(oldRigs[i].gameObject);
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}
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}
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m_Rigs = null;
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mOrbitals = null;
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}
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private CinemachineVirtualCamera[] CreateRigs(CinemachineVirtualCamera[] copyFrom)
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{
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// Invalidate the cache
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mOrbitals = null;
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float[] softCenterDefaultsV = new float[] { 0.5f, 0.55f, 0.6f };
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CinemachineVirtualCamera[] newRigs = new CinemachineVirtualCamera[3];
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for (int i = 0; i < RigNames.Length; ++i)
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{
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CinemachineVirtualCamera src = null;
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if (copyFrom != null && copyFrom.Length > i)
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src = copyFrom[i];
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if (CreateRigOverride != null)
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newRigs[i] = CreateRigOverride(this, RigNames[i], src);
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else
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{
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// Create a new rig with default components
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GameObject go = new GameObject(RigNames[i]);
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go.transform.parent = transform;
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newRigs[i] = go.AddComponent<CinemachineVirtualCamera>();
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if (src != null)
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ReflectionHelpers.CopyFields(src, newRigs[i]);
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else
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{
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go = newRigs[i].GetComponentOwner().gameObject;
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go.AddComponent<CinemachineOrbitalTransposer>();
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go.AddComponent<CinemachineComposer>();
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}
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}
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// Set up the defaults
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newRigs[i].InvalidateComponentPipeline();
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CinemachineOrbitalTransposer orbital = newRigs[i].GetCinemachineComponent<CinemachineOrbitalTransposer>();
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if (orbital == null)
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orbital = newRigs[i].AddCinemachineComponent<CinemachineOrbitalTransposer>(); // should not happen
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if (src == null)
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{
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// Only set defaults if not copying
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orbital.m_YawDamping = 0;
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CinemachineComposer composer = newRigs[i].GetCinemachineComponent<CinemachineComposer>();
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if (composer != null)
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{
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composer.m_HorizontalDamping = composer.m_VerticalDamping = 0;
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composer.m_ScreenX = 0.5f;
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composer.m_ScreenY = softCenterDefaultsV[i];
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composer.m_DeadZoneWidth = composer.m_DeadZoneHeight = 0.1f;
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composer.m_SoftZoneWidth = composer.m_SoftZoneHeight = 0.8f;
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composer.m_BiasX = composer.m_BiasY = 0;
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}
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}
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}
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return newRigs;
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}
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private void UpdateRigCache()
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{
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//UnityEngine.Profiling.Profiler.BeginSample("CinemachineFreeLook.UpdateRigCache");
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if (mIsDestroyed)
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{
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//UnityEngine.Profiling.Profiler.EndSample();
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return;
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}
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// Special condition: Did we just get copy/pasted?
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if (m_Rigs != null && m_Rigs.Length == 3 && m_Rigs[0] != null && m_Rigs[0].transform.parent != transform)
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{
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DestroyRigs();
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m_Rigs = CreateRigs(m_Rigs);
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}
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// Early out if we're up to date
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if (mOrbitals != null && mOrbitals.Length == 3)
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{
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//UnityEngine.Profiling.Profiler.EndSample();
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return;
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}
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// Locate existing rigs, and recreate them if any are missing
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if (LocateExistingRigs(RigNames, false) != 3)
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{
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DestroyRigs();
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m_Rigs = CreateRigs(null);
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LocateExistingRigs(RigNames, true);
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}
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foreach (var rig in m_Rigs)
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{
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// Configure the UI
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rig.m_ExcludedPropertiesInInspector = m_CommonLens
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? new string[] { "m_Script", "Header", "Extensions", "m_Priority", "m_Follow", "m_Lens" }
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: new string[] { "m_Script", "Header", "Extensions", "m_Priority", "m_Follow" };
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rig.m_LockStageInInspector = new CinemachineCore.Stage[] { CinemachineCore.Stage.Body };
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}
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// Create the blend objects
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mBlendA = new CinemachineBlend(m_Rigs[1], m_Rigs[0], AnimationCurve.Linear(0, 0, 1, 1), 1, 0);
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mBlendB = new CinemachineBlend(m_Rigs[2], m_Rigs[1], AnimationCurve.Linear(0, 0, 1, 1), 1, 0);
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// Horizontal rotation clamped to [0,360] (with wraparound)
|
|
m_XAxis.SetThresholds(0f, 360f, true);
|
|
|
|
// Vertical rotation cleamped to [0,1] as it is a t-value for the
|
|
// catmull-rom spline going through the 3 points on the rig
|
|
m_YAxis.SetThresholds(0f, 1f, false);
|
|
//UnityEngine.Profiling.Profiler.EndSample();
|
|
}
|
|
|
|
private int LocateExistingRigs(string[] rigNames, bool forceOrbital)
|
|
{
|
|
mOrbitals = new CinemachineOrbitalTransposer[rigNames.Length];
|
|
m_Rigs = new CinemachineVirtualCamera[rigNames.Length];
|
|
int rigsFound = 0;
|
|
foreach (Transform child in transform)
|
|
{
|
|
CinemachineVirtualCamera vcam = child.GetComponent<CinemachineVirtualCamera>();
|
|
if (vcam != null)
|
|
{
|
|
GameObject go = child.gameObject;
|
|
for (int i = 0; i < rigNames.Length; ++i)
|
|
{
|
|
if (mOrbitals[i] == null && go.name == rigNames[i])
|
|
{
|
|
// Must have an orbital transposer or it's no good
|
|
mOrbitals[i] = vcam.GetCinemachineComponent<CinemachineOrbitalTransposer>();
|
|
if (mOrbitals[i] == null && forceOrbital)
|
|
mOrbitals[i] = vcam.AddCinemachineComponent<CinemachineOrbitalTransposer>();
|
|
if (mOrbitals[i] != null)
|
|
{
|
|
mOrbitals[i].m_HeadingIsSlave = true;
|
|
if (i == 0)
|
|
mOrbitals[i].HeadingUpdater
|
|
= (CinemachineOrbitalTransposer orbital, float deltaTime, Vector3 up)
|
|
=> { return orbital.UpdateHeading(deltaTime, up, ref m_XAxis); };
|
|
m_Rigs[i] = vcam;
|
|
++rigsFound;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return rigsFound;
|
|
}
|
|
|
|
void PushSettingsToRigs()
|
|
{
|
|
//UnityEngine.Profiling.Profiler.BeginSample("CinemachineFreeLook.PushSettingsToRigs");
|
|
UpdateRigCache();
|
|
for (int i = 0; i < m_Rigs.Length; ++i)
|
|
{
|
|
//UnityEngine.Profiling.Profiler.BeginSample("CinemachineFreeLook.PushSettingsToRigs.m_Rigs[i] == null");
|
|
if (m_Rigs[i] == null)
|
|
{
|
|
//UnityEngine.Profiling.Profiler.EndSample();
|
|
continue;
|
|
}
|
|
//UnityEngine.Profiling.Profiler.EndSample();
|
|
|
|
//UnityEngine.Profiling.Profiler.BeginSample("CinemachineFreeLook.PushSettingsToRigs.m_CommonLens");
|
|
if (m_CommonLens)
|
|
m_Rigs[i].m_Lens = m_Lens;
|
|
//UnityEngine.Profiling.Profiler.EndSample();
|
|
|
|
// If we just deserialized from a legacy version,
|
|
// pull the orbits and targets from the rigs
|
|
//UnityEngine.Profiling.Profiler.BeginSample("CinemachineFreeLook.PushSettingsToRigs.mUseLegacyRigDefinitions");
|
|
if (mUseLegacyRigDefinitions)
|
|
{
|
|
mUseLegacyRigDefinitions = false;
|
|
m_Orbits[i].m_Height = mOrbitals[i].m_FollowOffset.y;
|
|
m_Orbits[i].m_Radius = -mOrbitals[i].m_FollowOffset.z;
|
|
if (m_Rigs[i].Follow != null)
|
|
Follow = m_Rigs[i].Follow;
|
|
}
|
|
m_Rigs[i].Follow = null;
|
|
//UnityEngine.Profiling.Profiler.EndSample();
|
|
|
|
// Hide the rigs from prying eyes
|
|
//UnityEngine.Profiling.Profiler.BeginSample("CinemachineFreeLook.PushSettingsToRigs.Hide the rigs");
|
|
if (CinemachineCore.sShowHiddenObjects)
|
|
m_Rigs[i].gameObject.hideFlags
|
|
&= ~(HideFlags.HideInHierarchy | HideFlags.HideInInspector);
|
|
else
|
|
m_Rigs[i].gameObject.hideFlags
|
|
|= (HideFlags.HideInHierarchy | HideFlags.HideInInspector);
|
|
//UnityEngine.Profiling.Profiler.EndSample();
|
|
|
|
//UnityEngine.Profiling.Profiler.BeginSample("CinemachineFreeLook.PushSettingsToRigs.Push");
|
|
mOrbitals[i].m_FollowOffset = GetLocalPositionForCameraFromInput(m_YAxis.Value);
|
|
mOrbitals[i].m_BindingMode = m_BindingMode;
|
|
mOrbitals[i].m_Heading = m_Heading;
|
|
mOrbitals[i].m_XAxis = m_XAxis;
|
|
mOrbitals[i].m_RecenterToTargetHeading = m_RecenterToTargetHeading;
|
|
if (i > 0)
|
|
mOrbitals[i].m_RecenterToTargetHeading.m_enabled = false;
|
|
|
|
// Hack to get SimpleFollow with heterogeneous dampings to work
|
|
if (m_BindingMode == CinemachineTransposer.BindingMode.SimpleFollowWithWorldUp)
|
|
m_Rigs[i].SetStateRawPosition(State.RawPosition);
|
|
|
|
//UnityEngine.Profiling.Profiler.EndSample();
|
|
}
|
|
//UnityEngine.Profiling.Profiler.EndSample();
|
|
}
|
|
|
|
private CameraState CalculateNewState(Vector3 worldUp, float deltaTime)
|
|
{
|
|
//UnityEngine.Profiling.Profiler.BeginSample("CinemachineFreeLook.CalculateNewState");
|
|
CameraState state = PullStateFromVirtualCamera(worldUp);
|
|
|
|
// Blend from the appropriate rigs
|
|
float t = m_YAxis.Value;
|
|
if (t > 0.5f)
|
|
{
|
|
if (mBlendA != null)
|
|
{
|
|
mBlendA.TimeInBlend = (t - 0.5f) * 2f;
|
|
mBlendA.UpdateCameraState(worldUp, deltaTime);
|
|
state = mBlendA.State;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (mBlendB != null)
|
|
{
|
|
mBlendB.TimeInBlend = t * 2f;
|
|
mBlendB.UpdateCameraState(worldUp, deltaTime);
|
|
state = mBlendB.State;
|
|
}
|
|
}
|
|
//UnityEngine.Profiling.Profiler.EndSample();
|
|
return state;
|
|
}
|
|
|
|
private CameraState PullStateFromVirtualCamera(Vector3 worldUp)
|
|
{
|
|
CameraState state = CameraState.Default;
|
|
state.RawPosition = transform.position;
|
|
state.RawOrientation = transform.rotation;
|
|
state.ReferenceUp = worldUp;
|
|
|
|
CinemachineBrain brain = CinemachineCore.Instance.FindPotentialTargetBrain(this);
|
|
m_Lens.Aspect = brain != null ? brain.OutputCamera.aspect : 1;
|
|
m_Lens.Orthographic = brain != null ? brain.OutputCamera.orthographic : false;
|
|
state.Lens = m_Lens;
|
|
|
|
return state;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the local position of the camera along the spline used to connect the
|
|
/// three camera rigs. Does not take into account the current heading of the
|
|
/// camera (or its target)
|
|
/// </summary>
|
|
/// <param name="t">The t-value for the camera on its spline. Internally clamped to
|
|
/// the value [0,1]</param>
|
|
/// <returns>The local offset (back + up) of the camera WRT its target based on the
|
|
/// supplied t-value</returns>
|
|
public Vector3 GetLocalPositionForCameraFromInput(float t)
|
|
{
|
|
//UnityEngine.Profiling.Profiler.BeginSample("CinemachineFreeLook.GetLocalPositionForCameraFromInput");
|
|
if (mOrbitals == null)
|
|
{
|
|
//UnityEngine.Profiling.Profiler.EndSample();
|
|
return Vector3.zero;
|
|
}
|
|
UpdateCachedSpline();
|
|
int n = 1;
|
|
if (t > 0.5f)
|
|
{
|
|
t -= 0.5f;
|
|
n = 2;
|
|
}
|
|
//UnityEngine.Profiling.Profiler.EndSample();
|
|
return SplineHelpers.Bezier3(
|
|
t * 2f, m_CachedKnots[n], m_CachedCtrl1[n], m_CachedCtrl2[n], m_CachedKnots[n+1]);
|
|
}
|
|
|
|
Orbit[] m_CachedOrbits;
|
|
float m_CachedTension;
|
|
Vector4[] m_CachedKnots;
|
|
Vector4[] m_CachedCtrl1;
|
|
Vector4[] m_CachedCtrl2;
|
|
void UpdateCachedSpline()
|
|
{
|
|
//UnityEngine.Profiling.Profiler.BeginSample("CinemachineFreeLook.UpdateCachedSpline");
|
|
bool cacheIsValid = (m_CachedOrbits != null && m_CachedTension == m_SplineCurvature);
|
|
for (int i = 0; i < 3 && cacheIsValid; ++i)
|
|
cacheIsValid = (m_CachedOrbits[i].m_Height == m_Orbits[i].m_Height
|
|
&& m_CachedOrbits[i].m_Radius == m_Orbits[i].m_Radius);
|
|
if (!cacheIsValid)
|
|
{
|
|
float t = m_SplineCurvature;
|
|
m_CachedKnots = new Vector4[5];
|
|
m_CachedCtrl1 = new Vector4[5];
|
|
m_CachedCtrl2 = new Vector4[5];
|
|
m_CachedKnots[1] = new Vector4(0, m_Orbits[2].m_Height, -m_Orbits[2].m_Radius, 0);
|
|
m_CachedKnots[2] = new Vector4(0, m_Orbits[1].m_Height, -m_Orbits[1].m_Radius, 0);
|
|
m_CachedKnots[3] = new Vector4(0, m_Orbits[0].m_Height, -m_Orbits[0].m_Radius, 0);
|
|
m_CachedKnots[0] = Vector4.Lerp(m_CachedKnots[1], Vector4.zero, t);
|
|
m_CachedKnots[4] = Vector4.Lerp(m_CachedKnots[3], Vector4.zero, t);
|
|
SplineHelpers.ComputeSmoothControlPoints(
|
|
ref m_CachedKnots, ref m_CachedCtrl1, ref m_CachedCtrl2);
|
|
m_CachedOrbits = new Orbit[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
m_CachedOrbits[i] = m_Orbits[i];
|
|
m_CachedTension = m_SplineCurvature;
|
|
}
|
|
//UnityEngine.Profiling.Profiler.EndSample();
|
|
}
|
|
}
|
|
}
|