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42 行
1.9 KiB
42 行
1.9 KiB
using UnityEngine;
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namespace Cinemachine
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{
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/// <summary>
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/// This is a CinemachineComponent in the Aim section of the component pipeline.
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/// Its job is to aim the camera hard at the LookAt target.
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/// </summary>
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[DocumentationSorting(23, DocumentationSortingAttribute.Level.UserRef)]
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[AddComponentMenu("")] // Don't display in add component menu
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[RequireComponent(typeof(CinemachinePipeline))]
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[SaveDuringPlay]
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public class CinemachineHardLookAt : CinemachineComponentBase
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{
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/// <summary>True if component is enabled and has a LookAt defined</summary>
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public override bool IsValid { get { return enabled && LookAtTarget != null; } }
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/// <summary>Get the Cinemachine Pipeline stage that this component implements.
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/// Always returns the Aim stage</summary>
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public override CinemachineCore.Stage Stage { get { return CinemachineCore.Stage.Aim; } }
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/// <summary>Applies the composer rules and orients the camera accordingly</summary>
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/// <param name="curState">The current camera state</param>
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/// <param name="deltaTime">Used for calculating damping. If less than
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/// zero, then target will snap to the center of the dead zone.</param>
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public override void MutateCameraState(ref CameraState curState, float deltaTime)
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{
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if (IsValid && curState.HasLookAt)
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{
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Vector3 dir = (curState.ReferenceLookAt - curState.CorrectedPosition);
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if (dir.magnitude > Epsilon)
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{
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if (Vector3.Cross(dir.normalized, curState.ReferenceUp).magnitude < Epsilon)
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curState.RawOrientation = Quaternion.FromToRotation(Vector3.forward, dir);
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else
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curState.RawOrientation = Quaternion.LookRotation(dir, curState.ReferenceUp);
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}
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}
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}
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}
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}
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