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simplify dolly controller

/cinematic-demo-ME
etienne cella 4 年前
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bad3ed1a
共有 4 个文件被更改,包括 60 次插入137 次删除
  1. 54
      Assets/Scenes/Demo/Demo.unity
  2. 36
      Assets/ClusterDisplay/Scripts/DollyController.cs
  3. 107
      Assets/ClusterDisplay/Scripts/DollyCameraController.cs
  4. 0
      /Assets/ClusterDisplay/Scripts/DollyController.cs.meta

54
Assets/Scenes/Demo/Demo.unity


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36
Assets/ClusterDisplay/Scripts/DollyController.cs


using System;
using Cinemachine;
using UnityEngine;
[RequireComponent(typeof(CinemachineDollyCart))]
public class DollyController : MonoBehaviour
{
[SerializeField]
float m_MaxSpeed;
[SerializeField]
float m_MinSpeed;
[SerializeField]
float m_SpeedDeltaPerFrame;
CinemachineDollyCart m_TrackedDolly;
void OnEnable()
{
m_TrackedDolly = GetComponent<CinemachineDollyCart>();
m_TrackedDolly.m_Position = 0;
m_TrackedDolly.m_Speed = Mathf.Clamp(m_TrackedDolly.m_Speed, m_MinSpeed, m_MaxSpeed);
}
void Update()
{
var delta = 0;
if (Input.GetKey(KeyCode.DownArrow))
delta = -1;
else if (Input.GetKey(KeyCode.UpArrow))
delta = 1;
m_TrackedDolly.m_Speed = Mathf.Clamp(m_TrackedDolly.m_Speed + delta * m_SpeedDeltaPerFrame, m_MinSpeed, m_MaxSpeed);
}
}

107
Assets/ClusterDisplay/Scripts/DollyCameraController.cs


using System;
using Cinemachine;
using UnityEngine;
[RequireComponent(typeof(CinemachineVirtualCamera))]
public class DollyCameraController : MonoBehaviour
{
[SerializeField]
CinemachineSmoothPath[] m_Paths;
[SerializeField]
float m_MaxSpeed;
[SerializeField]
float m_MinSpeed;
[SerializeField]
float m_DefaultSpeed;
[SerializeField]
float m_SpeedDeltaPerFrame;
int m_CurrentPathIndex;
float m_CurrentSpeed;
float m_CurrentPathMinPos;
float m_CurrentPathMaxPos;
bool m_CurrentPathIsLooped;
CinemachineVirtualCamera m_VCamera;
CinemachineTrackedDolly m_TrackedDolly;
[SerializeField]
bool m_ShowGUI;
// Will be removed.
void OnGUI()
{
if (!m_ShowGUI)
return;
GUILayout.Label($"PathIndex [{m_CurrentPathIndex}]");
GUILayout.Label($"PathMinPos [{m_CurrentPathMinPos}]");
GUILayout.Label($"PathMaxPos [{m_CurrentPathMaxPos}]");
GUILayout.Label($"PathIsLooped [{m_CurrentPathIsLooped}]");
GUILayout.Label($"Speed [{m_CurrentSpeed}]");
GUILayout.Label($"Position [{m_TrackedDolly.m_PathPosition}]");
}
void OnEnable()
{
m_CurrentSpeed = m_DefaultSpeed;
m_VCamera = GetComponent<CinemachineVirtualCamera>();
m_TrackedDolly = m_VCamera.GetCinemachineComponent<CinemachineTrackedDolly>();
Reset();
}
void Update()
{
{ // Select Dolly track.
var index = -1;
if (Input.GetKeyDown(KeyCode.Alpha1))
index = 0;
else if (Input.GetKeyDown(KeyCode.Alpha2))
index = 1;
else if (Input.GetKeyDown(KeyCode.Alpha3))
index = 2;
if (index != -1)
SetPath(index);
}
{ // Update Camera Speed.
var delta = 0;
if (Input.GetKey(KeyCode.DownArrow))
delta = -1;
else if (Input.GetKey(KeyCode.UpArrow))
delta = 1;
m_CurrentSpeed = Mathf.Clamp(m_CurrentSpeed + delta * m_SpeedDeltaPerFrame, m_MinSpeed, m_MaxSpeed);
}
{ // Move along path (we assume the camera may only move forward)
var pos = m_TrackedDolly.m_PathPosition + m_CurrentSpeed * Time.deltaTime;
if (pos > m_CurrentPathMaxPos)
{
// Switch to next path if the current one does not loop.
if (!m_CurrentPathIsLooped)
SetPath((m_CurrentPathIndex + 1) % m_Paths.Length);
pos = m_CurrentPathMinPos;
}
m_TrackedDolly.m_PathPosition = pos;
}
}
void SetPath(int index)
{
m_CurrentPathIndex = index;
var path = m_Paths[index];
m_TrackedDolly.m_Path = path;
m_CurrentPathMinPos = path.MinPos;
m_CurrentPathMaxPos = path.MaxPos;
m_CurrentPathIsLooped = path.Looped;
}
public void Reset()
{
SetPath(0);
m_TrackedDolly.m_PathPosition = m_CurrentPathMinPos;
}
}

/Assets/ClusterDisplay/Scripts/DollyCameraController.cs.meta → /Assets/ClusterDisplay/Scripts/DollyController.cs.meta

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