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Merge pull request #15 from Unity-Technologies/feature-ME/dolly
Merge pull request #15 from Unity-Technologies/feature-ME/dolly
Feature me/dolly/cinematic-demo-ME
GitHub
5 年前
当前提交
9d2e1e15
共有 15 个文件被更改,包括 721 次插入 和 289 次删除
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25Assets/ClusterDisplay/Scripts/CubemapCameraController.cs
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2Assets/ClusterDisplay/Scripts/ExitApp.cs
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80Assets/HDRPDefaultResources/DefaultRenderingSettings.asset
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52Assets/Resources/VirtualCameraManager.prefab
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110Assets/Scenes/Demo/Demo.unity
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125Assets/Scenes/Demo/Demo/Timeline cart driverTimeline.playable
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60Assets/Scenes/Demo/Demo_LI_Sunset_Profiles/SunsetSkyFogSettings.asset
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460Assets/Scenes/Demo/Settings/PostProcessing/DefaultPostProcess.asset
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10Assets/Scenes/Demo/Settings/PostProcessing/SunsetPost.asset
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2Packages/manifest.json
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47Assets/ClusterDisplay/Scripts/CameraControlMode.cs
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11Assets/ClusterDisplay/Scripts/CameraControlMode.cs.meta
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15Assets/ClusterDisplay/Scripts/CursorController.cs
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11Assets/ClusterDisplay/Scripts/CursorController.cs.meta
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|
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using System; |
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using System.Collections.Generic; |
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using Cinemachine; |
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using UnityEngine; |
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using UnityEngine.Rendering; |
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|
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[RequireComponent(typeof(CinemachineBrain))] |
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[RequireComponent(typeof(FreeCamera))] |
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[RequireComponent(typeof(CubemapCameraController))] |
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public class CameraControlMode : MonoBehaviour |
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{ |
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List<MonoBehaviour> m_CameraControllers = new List<MonoBehaviour>(); |
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int m_Index = 0; |
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|
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void Awake() |
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{ |
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m_CameraControllers.Add(GetComponent<CinemachineBrain>()); |
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m_CameraControllers.Add(GetComponent<FreeCamera>()); |
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m_CameraControllers.Add(GetComponent<CubemapCameraController>()); |
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} |
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|
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void OnEnable() |
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{ |
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m_Index = 0; |
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SetController(m_Index); |
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} |
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|
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void OnDestroy() |
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{ |
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m_CameraControllers.Clear(); |
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} |
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|
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void Update() |
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{ |
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if (Input.GetKeyDown(KeyCode.C)) |
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{ |
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m_Index = (m_Index + 1) % m_CameraControllers.Count; |
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SetController(m_Index); |
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} |
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} |
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|
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void SetController(int index) |
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{ |
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for (var i = 0; i != m_CameraControllers.Count; ++i) |
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m_CameraControllers[i].enabled = i == index; |
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} |
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} |
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|
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using System; |
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using UnityEngine; |
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|
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// Simply show the cursor in the Editor but hide it in the Player.
|
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public class CursorController : MonoBehaviour |
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{ |
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void OnEnable() |
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{ |
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#if UNITY_EDITOR
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Cursor.visible = true; |
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#else
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Cursor.visible = false; |
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#endif
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