937 lines
41 KiB
C#
937 lines
41 KiB
C#
|
#if !UNITY_2019_3_OR_NEWER
|
||
|
#define CINEMACHINE_UNITY_IMGUI
|
||
|
#endif
|
||
|
|
||
|
using Cinemachine.Utility;
|
||
|
using System;
|
||
|
using System.Collections;
|
||
|
using System.Collections.Generic;
|
||
|
using UnityEngine;
|
||
|
using UnityEngine.Events;
|
||
|
using UnityEngine.SceneManagement;
|
||
|
using UnityEngine.Serialization;
|
||
|
|
||
|
#if CINEMACHINE_HDRP || CINEMACHINE_LWRP_7_3_1
|
||
|
#if CINEMACHINE_HDRP_7_3_1
|
||
|
using UnityEngine.Rendering.HighDefinition;
|
||
|
#else
|
||
|
#if CINEMACHINE_LWRP_7_3_1
|
||
|
using UnityEngine.Rendering.Universal;
|
||
|
#else
|
||
|
using UnityEngine.Experimental.Rendering.HDPipeline;
|
||
|
#endif
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
namespace Cinemachine
|
||
|
{
|
||
|
/// <summary>
|
||
|
/// CinemachineBrain is the link between the Unity Camera and the Cinemachine Virtual
|
||
|
/// Cameras in the scene. It monitors the priority stack to choose the current
|
||
|
/// Virtual Camera, and blend with another if necessary. Finally and most importantly,
|
||
|
/// it applies the Virtual Camera state to the attached Unity Camera.
|
||
|
///
|
||
|
/// The CinemachineBrain is also the place where rules for blending between virtual cameras
|
||
|
/// are defined. Camera blending is an interpolation over time of one virtual camera
|
||
|
/// position and state to another. If you think of virtual cameras as cameramen, then
|
||
|
/// blending is a little like one cameraman smoothly passing the camera to another cameraman.
|
||
|
/// You can specify the time over which to blend, as well as the blend curve shape.
|
||
|
/// Note that a camera cut is just a zero-time blend.
|
||
|
/// </summary>
|
||
|
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
|
||
|
// [RequireComponent(typeof(Camera))] // strange but true: we can live without it
|
||
|
[DisallowMultipleComponent]
|
||
|
[ExecuteAlways]
|
||
|
[AddComponentMenu("Cinemachine/CinemachineBrain")]
|
||
|
[SaveDuringPlay]
|
||
|
[HelpURL(Documentation.BaseURL + "manual/CinemachineBrainProperties.html")]
|
||
|
public class CinemachineBrain : MonoBehaviour
|
||
|
{
|
||
|
/// <summary>
|
||
|
/// When enabled, the current camera and blend will be indicated in the
|
||
|
/// game window, for debugging.
|
||
|
/// </summary>
|
||
|
[Tooltip("When enabled, the current camera and blend will be indicated in "
|
||
|
+ "the game window, for debugging")]
|
||
|
public bool m_ShowDebugText = false;
|
||
|
|
||
|
/// <summary>
|
||
|
/// When enabled, shows the camera's frustum in the scene view.
|
||
|
/// </summary>
|
||
|
[Tooltip("When enabled, the camera's frustum will be shown at all times "
|
||
|
+ "in the scene view")]
|
||
|
public bool m_ShowCameraFrustum = true;
|
||
|
|
||
|
/// <summary>
|
||
|
/// When enabled, the cameras will always respond in real-time to user input and damping,
|
||
|
/// even if the game is running in slow motion
|
||
|
/// </summary>
|
||
|
[Tooltip("When enabled, the cameras will always respond in real-time to user input "
|
||
|
+ "and damping, even if the game is running in slow motion")]
|
||
|
public bool m_IgnoreTimeScale = false;
|
||
|
|
||
|
/// <summary>
|
||
|
/// If set, this object's Y axis will define the worldspace Up vector for all the
|
||
|
/// virtual cameras. This is useful in top-down game environments. If not set, Up is worldspace Y.
|
||
|
/// </summary>
|
||
|
[Tooltip("If set, this object's Y axis will define the worldspace Up vector for all the "
|
||
|
+ "virtual cameras. This is useful for instance in top-down game environments. "
|
||
|
+ "If not set, Up is worldspace Y. Setting this appropriately is important, "
|
||
|
+ "because Virtual Cameras don't like looking straight up or straight down.")]
|
||
|
public Transform m_WorldUpOverride;
|
||
|
|
||
|
/// <summary>This enum defines the options available for the update method.</summary>
|
||
|
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
|
||
|
public enum UpdateMethod
|
||
|
{
|
||
|
/// <summary>Virtual cameras are updated in sync with the Physics module, in FixedUpdate</summary>
|
||
|
FixedUpdate,
|
||
|
/// <summary>Virtual cameras are updated in MonoBehaviour LateUpdate.</summary>
|
||
|
LateUpdate,
|
||
|
/// <summary>Virtual cameras are updated according to how the target is updated.</summary>
|
||
|
SmartUpdate,
|
||
|
/// <summary>Virtual cameras are not automatically updated, client must explicitly call
|
||
|
/// the CinemachineBrain's ManualUpdate() method.</summary>
|
||
|
ManualUpdate
|
||
|
};
|
||
|
|
||
|
/// <summary>Depending on how the target objects are animated, adjust the update method to
|
||
|
/// minimize the potential jitter. Use FixedUpdate if all your targets are animated with for RigidBody animation.
|
||
|
/// SmartUpdate will choose the best method for each virtual camera, depending
|
||
|
/// on how the target is animated.</summary>
|
||
|
[Tooltip("The update time for the vcams. Use FixedUpdate if all your targets are animated "
|
||
|
+ "during FixedUpdate (e.g. RigidBodies), LateUpdate if all your targets are animated "
|
||
|
+ "during the normal Update loop, and SmartUpdate if you want Cinemachine to do the "
|
||
|
+ "appropriate thing on a per-target basis. SmartUpdate is the recommended setting")]
|
||
|
public UpdateMethod m_UpdateMethod = UpdateMethod.SmartUpdate;
|
||
|
|
||
|
/// <summary>This enum defines the options available for the update method.</summary>
|
||
|
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
|
||
|
public enum BrainUpdateMethod
|
||
|
{
|
||
|
/// <summary>Camera is updated in sync with the Physics module, in FixedUpdate</summary>
|
||
|
FixedUpdate,
|
||
|
/// <summary>Camera is updated in MonoBehaviour LateUpdate (or when ManualUpdate is called).</summary>
|
||
|
LateUpdate
|
||
|
};
|
||
|
|
||
|
/// <summary>The update time for the Brain, i.e. when the blends are evaluated and the
|
||
|
/// brain's transform is updated.</summary>
|
||
|
[Tooltip("The update time for the Brain, i.e. when the blends are evaluated and "
|
||
|
+ "the brain's transform is updated")]
|
||
|
public BrainUpdateMethod m_BlendUpdateMethod = BrainUpdateMethod.LateUpdate;
|
||
|
|
||
|
/// <summary>
|
||
|
/// The blend which is used if you don't explicitly define a blend between two Virtual Cameras.
|
||
|
/// </summary>
|
||
|
[CinemachineBlendDefinitionProperty]
|
||
|
[Tooltip("The blend that is used in cases where you haven't explicitly defined a "
|
||
|
+ "blend between two Virtual Cameras")]
|
||
|
public CinemachineBlendDefinition m_DefaultBlend
|
||
|
= new CinemachineBlendDefinition(CinemachineBlendDefinition.Style.EaseInOut, 2f);
|
||
|
|
||
|
/// <summary>
|
||
|
/// This is the asset which contains custom settings for specific blends.
|
||
|
/// </summary>
|
||
|
[Tooltip("This is the asset that contains custom settings for blends between "
|
||
|
+ "specific virtual cameras in your scene")]
|
||
|
public CinemachineBlenderSettings m_CustomBlends = null;
|
||
|
|
||
|
/// <summary>
|
||
|
/// Get the Unity Camera that is attached to this GameObject. This is the camera
|
||
|
/// that will be controlled by the brain.
|
||
|
/// </summary>
|
||
|
public Camera OutputCamera
|
||
|
{
|
||
|
get
|
||
|
{
|
||
|
if (m_OutputCamera == null && !Application.isPlaying)
|
||
|
#if UNITY_2019_2_OR_NEWER
|
||
|
TryGetComponent(out m_OutputCamera);
|
||
|
#else
|
||
|
m_OutputCamera = GetComponent<Camera>();
|
||
|
#endif
|
||
|
return m_OutputCamera;
|
||
|
}
|
||
|
}
|
||
|
private Camera m_OutputCamera = null; // never use directly - use accessor
|
||
|
|
||
|
/// <summary>Event with a CinemachineBrain parameter</summary>
|
||
|
[Serializable] public class BrainEvent : UnityEvent<CinemachineBrain> {}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Event that is fired when a virtual camera is activated.
|
||
|
/// The parameters are (incoming_vcam, outgoing_vcam), in that order.
|
||
|
/// </summary>
|
||
|
[Serializable] public class VcamActivatedEvent : UnityEvent<ICinemachineCamera, ICinemachineCamera> {}
|
||
|
|
||
|
/// <summary>This event will fire whenever a virtual camera goes live and there is no blend</summary>
|
||
|
[Tooltip("This event will fire whenever a virtual camera goes live and there is no blend")]
|
||
|
public BrainEvent m_CameraCutEvent = new BrainEvent();
|
||
|
|
||
|
/// <summary>This event will fire whenever a virtual camera goes live. If a blend is involved,
|
||
|
/// then the event will fire on the first frame of the blend.
|
||
|
///
|
||
|
/// The Parameters are (incoming_vcam, outgoing_vcam), in that order.</summary>
|
||
|
[Tooltip("This event will fire whenever a virtual camera goes live. If a blend is "
|
||
|
+ "involved, then the event will fire on the first frame of the blend.")]
|
||
|
public VcamActivatedEvent m_CameraActivatedEvent = new VcamActivatedEvent();
|
||
|
|
||
|
/// <summary>
|
||
|
/// API for the Unity Editor.
|
||
|
/// Show this camera no matter what. This is static, and so affects all Cinemachine brains.
|
||
|
/// </summary>
|
||
|
public static ICinemachineCamera SoloCamera
|
||
|
{
|
||
|
get { return mSoloCamera; }
|
||
|
set
|
||
|
{
|
||
|
if (value != null && !CinemachineCore.Instance.IsLive(value))
|
||
|
value.OnTransitionFromCamera(null, Vector3.up, CinemachineCore.DeltaTime);
|
||
|
mSoloCamera = value;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>API for the Unity Editor.</summary>
|
||
|
/// <returns>Color used to indicate that a camera is in Solo mode.</returns>
|
||
|
public static Color GetSoloGUIColor() { return Color.Lerp(Color.red, Color.yellow, 0.8f); }
|
||
|
|
||
|
/// <summary>Get the default world up for the virtual cameras.</summary>
|
||
|
public Vector3 DefaultWorldUp
|
||
|
{ get { return (m_WorldUpOverride != null) ? m_WorldUpOverride.transform.up : Vector3.up; } }
|
||
|
|
||
|
private static ICinemachineCamera mSoloCamera;
|
||
|
private Coroutine mPhysicsCoroutine;
|
||
|
|
||
|
private int m_LastFrameUpdated;
|
||
|
|
||
|
private void OnEnable()
|
||
|
{
|
||
|
// Make sure there is a first stack frame
|
||
|
if (mFrameStack.Count == 0)
|
||
|
mFrameStack.Add(new BrainFrame());
|
||
|
|
||
|
m_OutputCamera = GetComponent<Camera>();
|
||
|
CinemachineCore.Instance.AddActiveBrain(this);
|
||
|
CinemachineDebug.OnGUIHandlers -= OnGuiHandler;
|
||
|
CinemachineDebug.OnGUIHandlers += OnGuiHandler;
|
||
|
|
||
|
// We check in after the physics system has had a chance to move things
|
||
|
mPhysicsCoroutine = StartCoroutine(AfterPhysics());
|
||
|
|
||
|
SceneManager.sceneLoaded += OnSceneLoaded;
|
||
|
SceneManager.sceneUnloaded += OnSceneUnloaded;
|
||
|
}
|
||
|
|
||
|
private void OnDisable()
|
||
|
{
|
||
|
SceneManager.sceneLoaded -= OnSceneLoaded;
|
||
|
SceneManager.sceneUnloaded -= OnSceneUnloaded;
|
||
|
|
||
|
CinemachineDebug.OnGUIHandlers -= OnGuiHandler;
|
||
|
CinemachineCore.Instance.RemoveActiveBrain(this);
|
||
|
mFrameStack.Clear();
|
||
|
StopCoroutine(mPhysicsCoroutine);
|
||
|
}
|
||
|
|
||
|
void OnSceneLoaded(Scene scene, LoadSceneMode mode)
|
||
|
{
|
||
|
if (Time.frameCount == m_LastFrameUpdated && mFrameStack.Count > 0)
|
||
|
ManualUpdate();
|
||
|
}
|
||
|
void OnSceneUnloaded(Scene scene)
|
||
|
{
|
||
|
if (Time.frameCount == m_LastFrameUpdated && mFrameStack.Count > 0)
|
||
|
ManualUpdate();
|
||
|
}
|
||
|
|
||
|
private void Start()
|
||
|
{
|
||
|
m_LastFrameUpdated = -1;
|
||
|
UpdateVirtualCameras(CinemachineCore.UpdateFilter.Late, -1f);
|
||
|
}
|
||
|
|
||
|
private void OnGuiHandler()
|
||
|
{
|
||
|
#if CINEMACHINE_UNITY_IMGUI
|
||
|
if (!m_ShowDebugText)
|
||
|
CinemachineDebug.ReleaseScreenPos(this);
|
||
|
else
|
||
|
{
|
||
|
// Show the active camera and blend
|
||
|
var sb = CinemachineDebug.SBFromPool();
|
||
|
Color color = GUI.color;
|
||
|
sb.Length = 0;
|
||
|
sb.Append("CM ");
|
||
|
sb.Append(gameObject.name);
|
||
|
sb.Append(": ");
|
||
|
if (SoloCamera != null)
|
||
|
{
|
||
|
sb.Append("SOLO ");
|
||
|
GUI.color = GetSoloGUIColor();
|
||
|
}
|
||
|
|
||
|
if (IsBlending)
|
||
|
sb.Append(ActiveBlend.Description);
|
||
|
else
|
||
|
{
|
||
|
ICinemachineCamera vcam = ActiveVirtualCamera;
|
||
|
if (vcam == null)
|
||
|
sb.Append("(none)");
|
||
|
else
|
||
|
{
|
||
|
sb.Append("[");
|
||
|
sb.Append(vcam.Name);
|
||
|
sb.Append("]");
|
||
|
}
|
||
|
}
|
||
|
string text = sb.ToString();
|
||
|
Rect r = CinemachineDebug.GetScreenPos(this, text, GUI.skin.box);
|
||
|
GUI.Label(r, text, GUI.skin.box);
|
||
|
GUI.color = color;
|
||
|
CinemachineDebug.ReturnToPool(sb);
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
private void OnGUI()
|
||
|
{
|
||
|
if (CinemachineDebug.OnGUIHandlers != null)
|
||
|
CinemachineDebug.OnGUIHandlers();
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
WaitForFixedUpdate mWaitForFixedUpdate = new WaitForFixedUpdate();
|
||
|
private IEnumerator AfterPhysics()
|
||
|
{
|
||
|
while (true)
|
||
|
{
|
||
|
// FixedUpdate can be called multiple times per frame
|
||
|
yield return mWaitForFixedUpdate;
|
||
|
if (m_UpdateMethod == UpdateMethod.FixedUpdate
|
||
|
|| m_UpdateMethod == UpdateMethod.SmartUpdate)
|
||
|
{
|
||
|
CinemachineCore.UpdateFilter filter = CinemachineCore.UpdateFilter.Fixed;
|
||
|
if (m_UpdateMethod == UpdateMethod.SmartUpdate)
|
||
|
{
|
||
|
// Track the targets
|
||
|
UpdateTracker.OnUpdate(UpdateTracker.UpdateClock.Fixed);
|
||
|
filter = CinemachineCore.UpdateFilter.SmartFixed;
|
||
|
}
|
||
|
UpdateVirtualCameras(filter, GetEffectiveDeltaTime(true));
|
||
|
}
|
||
|
// Choose the active vcam and apply it to the Unity camera
|
||
|
if (m_BlendUpdateMethod == BrainUpdateMethod.FixedUpdate)
|
||
|
{
|
||
|
UpdateFrame0(Time.fixedDeltaTime);
|
||
|
ProcessActiveCamera(Time.fixedDeltaTime);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private void LateUpdate()
|
||
|
{
|
||
|
if (m_UpdateMethod != UpdateMethod.ManualUpdate)
|
||
|
ManualUpdate();
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Call this method explicitly from an external script to update the virtual cameras
|
||
|
/// and position the main camera, if the UpdateMode is set to ManualUpdate.
|
||
|
/// For other update modes, this method is called automatically, and should not be
|
||
|
/// called from elsewhere.
|
||
|
/// </summary>
|
||
|
public void ManualUpdate()
|
||
|
{
|
||
|
m_LastFrameUpdated = Time.frameCount;
|
||
|
|
||
|
float deltaTime = GetEffectiveDeltaTime(false);
|
||
|
if (!Application.isPlaying || m_BlendUpdateMethod != BrainUpdateMethod.FixedUpdate)
|
||
|
UpdateFrame0(deltaTime);
|
||
|
|
||
|
ComputeCurrentBlend(ref mCurrentLiveCameras, 0);
|
||
|
|
||
|
if (m_UpdateMethod == UpdateMethod.FixedUpdate)
|
||
|
{
|
||
|
// Special handling for fixed update: cameras that have been enabled
|
||
|
// since the last physics frame must be updated now
|
||
|
if (m_BlendUpdateMethod != BrainUpdateMethod.FixedUpdate)
|
||
|
{
|
||
|
CinemachineCore.Instance.m_CurrentUpdateFilter = CinemachineCore.UpdateFilter.Fixed;
|
||
|
if (SoloCamera == null)
|
||
|
mCurrentLiveCameras.UpdateCameraState(
|
||
|
DefaultWorldUp, GetEffectiveDeltaTime(true));
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
CinemachineCore.UpdateFilter filter = CinemachineCore.UpdateFilter.Late;
|
||
|
if (m_UpdateMethod == UpdateMethod.SmartUpdate)
|
||
|
{
|
||
|
// Track the targets
|
||
|
UpdateTracker.OnUpdate(UpdateTracker.UpdateClock.Late);
|
||
|
filter = CinemachineCore.UpdateFilter.SmartLate;
|
||
|
}
|
||
|
UpdateVirtualCameras(filter, deltaTime);
|
||
|
}
|
||
|
|
||
|
// Choose the active vcam and apply it to the Unity camera
|
||
|
if (!Application.isPlaying || m_BlendUpdateMethod != BrainUpdateMethod.FixedUpdate)
|
||
|
ProcessActiveCamera(deltaTime);
|
||
|
}
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
/// This is only needed in editor mode to force timeline to call OnGUI while
|
||
|
/// timeline is up and the game is not running, in order to allow dragging
|
||
|
/// the composer guide in the game view.
|
||
|
private void OnPreCull()
|
||
|
{
|
||
|
if (!Application.isPlaying)
|
||
|
{
|
||
|
// Note: this call will cause any screen canvas attached to the camera
|
||
|
// to be painted one frame out of sync. It will only happen in the editor when not playing.
|
||
|
ProcessActiveCamera(GetEffectiveDeltaTime(false));
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
private float GetEffectiveDeltaTime(bool fixedDelta)
|
||
|
{
|
||
|
if (CinemachineCore.UniformDeltaTimeOverride >= 0)
|
||
|
return CinemachineCore.UniformDeltaTimeOverride;
|
||
|
|
||
|
if (SoloCamera != null)
|
||
|
return Time.unscaledDeltaTime;
|
||
|
|
||
|
if (!Application.isPlaying)
|
||
|
{
|
||
|
for (int i = mFrameStack.Count - 1; i > 0; --i)
|
||
|
{
|
||
|
var frame = mFrameStack[i];
|
||
|
if (frame.Active)
|
||
|
return frame.deltaTimeOverride;
|
||
|
}
|
||
|
return -1;
|
||
|
}
|
||
|
if (m_IgnoreTimeScale)
|
||
|
return fixedDelta ? Time.fixedDeltaTime : Time.unscaledDeltaTime;
|
||
|
return fixedDelta ? Time.fixedDeltaTime : Time.deltaTime;
|
||
|
}
|
||
|
|
||
|
private void UpdateVirtualCameras(CinemachineCore.UpdateFilter updateFilter, float deltaTime)
|
||
|
{
|
||
|
// We always update all active virtual cameras
|
||
|
CinemachineCore.Instance.m_CurrentUpdateFilter = updateFilter;
|
||
|
Camera camera = OutputCamera;
|
||
|
CinemachineCore.Instance.UpdateAllActiveVirtualCameras(
|
||
|
camera == null ? -1 : camera.cullingMask, DefaultWorldUp, deltaTime);
|
||
|
|
||
|
// Make sure all live cameras get updated, in case some of them are deactivated
|
||
|
if (SoloCamera != null)
|
||
|
SoloCamera.UpdateCameraState(DefaultWorldUp, deltaTime);
|
||
|
mCurrentLiveCameras.UpdateCameraState(DefaultWorldUp, deltaTime);
|
||
|
|
||
|
// Restore the filter for general use
|
||
|
updateFilter = CinemachineCore.UpdateFilter.Late;
|
||
|
if (Application.isPlaying)
|
||
|
{
|
||
|
if (m_UpdateMethod == UpdateMethod.SmartUpdate)
|
||
|
updateFilter |= CinemachineCore.UpdateFilter.Smart;
|
||
|
else if (m_UpdateMethod == UpdateMethod.FixedUpdate)
|
||
|
updateFilter = CinemachineCore.UpdateFilter.Fixed;
|
||
|
}
|
||
|
CinemachineCore.Instance.m_CurrentUpdateFilter = updateFilter;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Get the current active virtual camera.
|
||
|
/// </summary>
|
||
|
public ICinemachineCamera ActiveVirtualCamera
|
||
|
{
|
||
|
get
|
||
|
{
|
||
|
if (SoloCamera != null)
|
||
|
return SoloCamera;
|
||
|
return DeepCamBFromBlend(mCurrentLiveCameras);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static ICinemachineCamera DeepCamBFromBlend(CinemachineBlend blend)
|
||
|
{
|
||
|
ICinemachineCamera vcam = blend.CamB;
|
||
|
while (vcam != null)
|
||
|
{
|
||
|
if (!vcam.IsValid)
|
||
|
return null; // deleted!
|
||
|
BlendSourceVirtualCamera bs = vcam as BlendSourceVirtualCamera;
|
||
|
if (bs == null)
|
||
|
break;
|
||
|
vcam = bs.Blend.CamB;
|
||
|
}
|
||
|
return vcam;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Checks if the vcam is live as part of an outgoing blend.
|
||
|
/// Does not check whether the vcam is also the current active vcam.
|
||
|
/// </summary>
|
||
|
/// <param name="vcam">The virtual camera to check</param>
|
||
|
/// <returns>True if the virtual camera is part of a live outgoing blend, false otherwise</returns>
|
||
|
public bool IsLiveInBlend(ICinemachineCamera vcam)
|
||
|
{
|
||
|
// Ignore mCurrentLiveCameras.CamB
|
||
|
if (vcam == mCurrentLiveCameras.CamA)
|
||
|
return true;
|
||
|
var b = mCurrentLiveCameras.CamA as BlendSourceVirtualCamera;
|
||
|
if (b != null && b.Blend.Uses(vcam))
|
||
|
return true;
|
||
|
ICinemachineCamera parent = vcam.ParentCamera;
|
||
|
if (parent != null && parent.IsLiveChild(vcam, false))
|
||
|
return IsLiveInBlend(parent);
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Is there a blend in progress?
|
||
|
/// </summary>
|
||
|
public bool IsBlending { get { return ActiveBlend != null; } }
|
||
|
|
||
|
/// <summary>
|
||
|
/// Get the current blend in progress. Returns null if none.
|
||
|
/// </summary>
|
||
|
public CinemachineBlend ActiveBlend
|
||
|
{
|
||
|
get
|
||
|
{
|
||
|
if (SoloCamera != null)
|
||
|
return null;
|
||
|
if (mCurrentLiveCameras.CamA == null || mCurrentLiveCameras.Equals(null) || mCurrentLiveCameras.IsComplete)
|
||
|
return null;
|
||
|
return mCurrentLiveCameras;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private class BrainFrame
|
||
|
{
|
||
|
public int id;
|
||
|
public CinemachineBlend blend = new CinemachineBlend(null, null, null, 0, 0);
|
||
|
public bool Active { get { return blend.IsValid; } }
|
||
|
|
||
|
// Working data - updated every frame
|
||
|
public CinemachineBlend workingBlend = new CinemachineBlend(null, null, null, 0, 0);
|
||
|
public BlendSourceVirtualCamera workingBlendSource = new BlendSourceVirtualCamera(null);
|
||
|
|
||
|
// Used by Timeline Preview for overriding the current value of deltaTime
|
||
|
public float deltaTimeOverride;
|
||
|
|
||
|
// Used for blend reversal. Range is 0...1,
|
||
|
// representing where the blend started when reversed mid-blend
|
||
|
public float blendStartPosition;
|
||
|
}
|
||
|
|
||
|
// Current game state is always frame 0, overrides are subsequent frames
|
||
|
private List<BrainFrame> mFrameStack = new List<BrainFrame>();
|
||
|
private int mNextFrameId = 1;
|
||
|
|
||
|
/// Get the frame index corresponding to the ID
|
||
|
private int GetBrainFrame(int withId)
|
||
|
{
|
||
|
int count = mFrameStack.Count;
|
||
|
for (int i = count - 1; i > 0; --i)
|
||
|
if (mFrameStack[i].id == withId)
|
||
|
return i;
|
||
|
// Not found - add it
|
||
|
mFrameStack.Add(new BrainFrame() { id = withId });
|
||
|
return mFrameStack.Count - 1;
|
||
|
}
|
||
|
|
||
|
// Current Brain State - result of all frames. Blend camB is "current" camera always
|
||
|
CinemachineBlend mCurrentLiveCameras = new CinemachineBlend(null, null, null, 0, 0);
|
||
|
|
||
|
// To avoid GC memory alloc every frame
|
||
|
private static readonly AnimationCurve mDefaultLinearAnimationCurve = AnimationCurve.Linear(0, 0, 1, 1);
|
||
|
|
||
|
/// <summary>
|
||
|
/// This API is specifically for Timeline. Do not use it.
|
||
|
/// Override the current camera and current blend. This setting will trump
|
||
|
/// any in-game logic that sets virtual camera priorities and Enabled states.
|
||
|
/// This is the main API for the timeline.
|
||
|
/// </summary>
|
||
|
/// <param name="overrideId">Id to represent a specific client. An internal
|
||
|
/// stack is maintained, with the most recent non-empty override taking precenence.
|
||
|
/// This id must be > 0. If you pass -1, a new id will be created, and returned.
|
||
|
/// Use that id for subsequent calls. Don't forget to
|
||
|
/// call ReleaseCameraOverride after all overriding is finished, to
|
||
|
/// free the OverideStack resources.</param>
|
||
|
/// <param name="camA"> The camera to set, corresponding to weight=0</param>
|
||
|
/// <param name="camB"> The camera to set, corresponding to weight=1</param>
|
||
|
/// <param name="weightB">The blend weight. 0=camA, 1=camB</param>
|
||
|
/// <param name="deltaTime">override for deltaTime. Should be Time.FixedDelta for
|
||
|
/// time-based calculations to be included, -1 otherwise</param>
|
||
|
/// <returns>The oiverride ID. Don't forget to call ReleaseCameraOverride
|
||
|
/// after all overriding is finished, to free the OverideStack resources.</returns>
|
||
|
public int SetCameraOverride(
|
||
|
int overrideId,
|
||
|
ICinemachineCamera camA, ICinemachineCamera camB,
|
||
|
float weightB, float deltaTime)
|
||
|
{
|
||
|
if (overrideId < 0)
|
||
|
overrideId = mNextFrameId++;
|
||
|
|
||
|
BrainFrame frame = mFrameStack[GetBrainFrame(overrideId)];
|
||
|
frame.deltaTimeOverride = deltaTime;
|
||
|
frame.blend.CamA = camA;
|
||
|
frame.blend.CamB = camB;
|
||
|
frame.blend.BlendCurve = mDefaultLinearAnimationCurve;
|
||
|
frame.blend.Duration = 1;
|
||
|
frame.blend.TimeInBlend = weightB;
|
||
|
|
||
|
// In case vcams are inactive game objects, make sure they get initialized properly
|
||
|
var cam = camA as CinemachineVirtualCameraBase;
|
||
|
if (cam != null)
|
||
|
cam.EnsureStarted();
|
||
|
cam = camB as CinemachineVirtualCameraBase;
|
||
|
if (cam != null)
|
||
|
cam.EnsureStarted();
|
||
|
|
||
|
return overrideId;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// This API is specifically for Timeline. Do not use it.
|
||
|
/// Release the resources used for a camera override client.
|
||
|
/// See SetCameraOverride.
|
||
|
/// </summary>
|
||
|
/// <param name="overrideId">The ID to released. This is the value that
|
||
|
/// was returned by SetCameraOverride</param>
|
||
|
public void ReleaseCameraOverride(int overrideId)
|
||
|
{
|
||
|
for (int i = mFrameStack.Count - 1; i > 0; --i)
|
||
|
{
|
||
|
if (mFrameStack[i].id == overrideId)
|
||
|
{
|
||
|
mFrameStack.RemoveAt(i);
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
ICinemachineCamera mActiveCameraPreviousFrame;
|
||
|
GameObject mActiveCameraPreviousFrameGameObject;
|
||
|
|
||
|
private void ProcessActiveCamera(float deltaTime)
|
||
|
{
|
||
|
var activeCamera = ActiveVirtualCamera;
|
||
|
if (SoloCamera != null)
|
||
|
{
|
||
|
var state = SoloCamera.State;
|
||
|
PushStateToUnityCamera(ref state);
|
||
|
}
|
||
|
else if (activeCamera == null)
|
||
|
{
|
||
|
// No active virtal camera. We create a state representing its position
|
||
|
// and call the callback, but we don't actively set the transform or lens
|
||
|
var state = CameraState.Default;
|
||
|
state.RawPosition = transform.position;
|
||
|
state.RawOrientation = transform.rotation;
|
||
|
state.Lens = LensSettings.FromCamera(m_OutputCamera);
|
||
|
state.BlendHint |= CameraState.BlendHintValue.NoTransform | CameraState.BlendHintValue.NoLens;
|
||
|
PushStateToUnityCamera(ref state);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Has the current camera changed this frame?
|
||
|
if (mActiveCameraPreviousFrameGameObject == null)
|
||
|
mActiveCameraPreviousFrame = null; // object was deleted
|
||
|
if (activeCamera != mActiveCameraPreviousFrame)
|
||
|
{
|
||
|
// Notify incoming camera of transition
|
||
|
activeCamera.OnTransitionFromCamera(
|
||
|
mActiveCameraPreviousFrame, DefaultWorldUp, deltaTime);
|
||
|
if (m_CameraActivatedEvent != null)
|
||
|
m_CameraActivatedEvent.Invoke(activeCamera, mActiveCameraPreviousFrame);
|
||
|
|
||
|
// If we're cutting without a blend, send an event
|
||
|
if (!IsBlending || (mActiveCameraPreviousFrame != null
|
||
|
&& !ActiveBlend.Uses(mActiveCameraPreviousFrame)))
|
||
|
{
|
||
|
if (m_CameraCutEvent != null)
|
||
|
m_CameraCutEvent.Invoke(this);
|
||
|
if (CinemachineCore.CameraCutEvent != null)
|
||
|
CinemachineCore.CameraCutEvent.Invoke(this);
|
||
|
}
|
||
|
// Re-update in case it's inactive
|
||
|
activeCamera.UpdateCameraState(DefaultWorldUp, deltaTime);
|
||
|
}
|
||
|
// Apply the vcam state to the Unity camera
|
||
|
var state = mCurrentLiveCameras.State;
|
||
|
PushStateToUnityCamera(ref state);
|
||
|
}
|
||
|
mActiveCameraPreviousFrame = activeCamera;
|
||
|
mActiveCameraPreviousFrameGameObject
|
||
|
= activeCamera == null ? null : activeCamera.VirtualCameraGameObject;
|
||
|
}
|
||
|
|
||
|
private void UpdateFrame0(float deltaTime)
|
||
|
{
|
||
|
// Make sure there is a first stack frame
|
||
|
if (mFrameStack.Count == 0)
|
||
|
mFrameStack.Add(new BrainFrame());
|
||
|
|
||
|
// Update the in-game frame (frame 0)
|
||
|
BrainFrame frame = mFrameStack[0];
|
||
|
|
||
|
// Are we transitioning cameras?
|
||
|
var activeCamera = TopCameraFromPriorityQueue();
|
||
|
var outGoingCamera = frame.blend.CamB;
|
||
|
|
||
|
if (activeCamera != outGoingCamera)
|
||
|
{
|
||
|
// Do we need to create a game-play blend?
|
||
|
if ((UnityEngine.Object)activeCamera != null
|
||
|
&& (UnityEngine.Object)outGoingCamera != null && deltaTime >= 0)
|
||
|
{
|
||
|
// Create a blend (curve will be null if a cut)
|
||
|
var blendDef = LookupBlend(outGoingCamera, activeCamera);
|
||
|
float blendDuration = blendDef.BlendTime;
|
||
|
float blendStartPosition = 0;
|
||
|
if (blendDef.BlendCurve != null && blendDuration > UnityVectorExtensions.Epsilon)
|
||
|
{
|
||
|
if (frame.blend.IsComplete)
|
||
|
frame.blend.CamA = outGoingCamera; // new blend
|
||
|
else
|
||
|
{
|
||
|
// Special case: if backing out of a blend-in-progress
|
||
|
// with the same blend in reverse, adjust the blend time
|
||
|
// to cancel out the progress made in the opposite direction
|
||
|
if ((frame.blend.CamA == activeCamera
|
||
|
|| (frame.blend.CamA as BlendSourceVirtualCamera)?.Blend.CamB == activeCamera)
|
||
|
&& frame.blend.CamB == outGoingCamera)
|
||
|
{
|
||
|
// How far have we blended? That is what we must undo
|
||
|
var progress = frame.blendStartPosition
|
||
|
+ (1 - frame.blendStartPosition) * frame.blend.TimeInBlend / frame.blend.Duration;
|
||
|
blendDuration *= progress;
|
||
|
blendStartPosition = 1 - progress;
|
||
|
}
|
||
|
// Chain to existing blend
|
||
|
frame.blend.CamA = new BlendSourceVirtualCamera(
|
||
|
new CinemachineBlend(
|
||
|
frame.blend.CamA, frame.blend.CamB,
|
||
|
frame.blend.BlendCurve, frame.blend.Duration,
|
||
|
frame.blend.TimeInBlend));
|
||
|
}
|
||
|
}
|
||
|
frame.blend.BlendCurve = blendDef.BlendCurve;
|
||
|
frame.blend.Duration = blendDuration;
|
||
|
frame.blend.TimeInBlend = 0;
|
||
|
frame.blendStartPosition = blendStartPosition;
|
||
|
}
|
||
|
// Set the current active camera
|
||
|
frame.blend.CamB = activeCamera;
|
||
|
}
|
||
|
|
||
|
// Advance the current blend (if any)
|
||
|
if (frame.blend.CamA != null)
|
||
|
{
|
||
|
frame.blend.TimeInBlend += (deltaTime >= 0) ? deltaTime : frame.blend.Duration;
|
||
|
if (frame.blend.IsComplete)
|
||
|
{
|
||
|
// No more blend
|
||
|
frame.blend.CamA = null;
|
||
|
frame.blend.BlendCurve = null;
|
||
|
frame.blend.Duration = 0;
|
||
|
frame.blend.TimeInBlend = 0;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Used internally to compute the currrent blend, taking into account
|
||
|
/// the in-game camera and all the active overrides. Caller may optionally
|
||
|
/// exclude n topmost overrides.
|
||
|
/// </summary>
|
||
|
/// <param name="outputBlend">Receives the nested blend</param>
|
||
|
/// <param name="numTopLayersToExclude">Optionaly exclude the last number
|
||
|
/// of overrides from the blend</param>
|
||
|
public void ComputeCurrentBlend(
|
||
|
ref CinemachineBlend outputBlend, int numTopLayersToExclude)
|
||
|
{
|
||
|
// Make sure there is a first stack frame
|
||
|
if (mFrameStack.Count == 0)
|
||
|
mFrameStack.Add(new BrainFrame());
|
||
|
|
||
|
// Resolve the current working frame states in the stack
|
||
|
int lastActive = 0;
|
||
|
int topLayer = Mathf.Max(1, mFrameStack.Count - numTopLayersToExclude);
|
||
|
for (int i = 0; i < topLayer; ++i)
|
||
|
{
|
||
|
BrainFrame frame = mFrameStack[i];
|
||
|
if (i == 0 || frame.Active)
|
||
|
{
|
||
|
frame.workingBlend.CamA = frame.blend.CamA;
|
||
|
frame.workingBlend.CamB = frame.blend.CamB;
|
||
|
frame.workingBlend.BlendCurve = frame.blend.BlendCurve;
|
||
|
frame.workingBlend.Duration = frame.blend.Duration;
|
||
|
frame.workingBlend.TimeInBlend = frame.blend.TimeInBlend;
|
||
|
if (i > 0 && !frame.blend.IsComplete)
|
||
|
{
|
||
|
if (frame.workingBlend.CamA == null)
|
||
|
{
|
||
|
if (mFrameStack[lastActive].blend.IsComplete)
|
||
|
frame.workingBlend.CamA = mFrameStack[lastActive].blend.CamB;
|
||
|
else
|
||
|
{
|
||
|
frame.workingBlendSource.Blend = mFrameStack[lastActive].workingBlend;
|
||
|
frame.workingBlend.CamA = frame.workingBlendSource;
|
||
|
}
|
||
|
}
|
||
|
else if (frame.workingBlend.CamB == null)
|
||
|
{
|
||
|
if (mFrameStack[lastActive].blend.IsComplete)
|
||
|
frame.workingBlend.CamB = mFrameStack[lastActive].blend.CamB;
|
||
|
else
|
||
|
{
|
||
|
frame.workingBlendSource.Blend = mFrameStack[lastActive].workingBlend;
|
||
|
frame.workingBlend.CamB = frame.workingBlendSource;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
lastActive = i;
|
||
|
}
|
||
|
}
|
||
|
var workingBlend = mFrameStack[lastActive].workingBlend;
|
||
|
outputBlend.CamA = workingBlend.CamA;
|
||
|
outputBlend.CamB = workingBlend.CamB;
|
||
|
outputBlend.BlendCurve = workingBlend.BlendCurve;
|
||
|
outputBlend.Duration = workingBlend.Duration;
|
||
|
outputBlend.TimeInBlend = workingBlend.TimeInBlend;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// True if the ICinemachineCamera the current active camera,
|
||
|
/// or part of a current blend, either directly or indirectly because its parents are live.
|
||
|
/// </summary>
|
||
|
/// <param name="vcam">The camera to test whether it is live</param>
|
||
|
/// <param name="dominantChildOnly">If true, will only return true if this vcam is the dominat live child</param>
|
||
|
/// <returns>True if the camera is live (directly or indirectly)
|
||
|
/// or part of a blend in progress.</returns>
|
||
|
public bool IsLive(ICinemachineCamera vcam, bool dominantChildOnly = false)
|
||
|
{
|
||
|
if (SoloCamera == vcam)
|
||
|
return true;
|
||
|
if (mCurrentLiveCameras.Uses(vcam))
|
||
|
return true;
|
||
|
|
||
|
ICinemachineCamera parent = vcam.ParentCamera;
|
||
|
while (parent != null && parent.IsLiveChild(vcam, dominantChildOnly))
|
||
|
{
|
||
|
if (SoloCamera == parent || mCurrentLiveCameras.Uses(parent))
|
||
|
return true;
|
||
|
vcam = parent;
|
||
|
parent = vcam.ParentCamera;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// The current state applied to the unity camera (may be the result of a blend)
|
||
|
/// </summary>
|
||
|
public CameraState CurrentCameraState { get; private set; }
|
||
|
|
||
|
/// <summary>
|
||
|
/// Get the highest-priority Enabled ICinemachineCamera
|
||
|
/// that is visible to my camera. Culling Mask is used to test visibility.
|
||
|
/// </summary>
|
||
|
private ICinemachineCamera TopCameraFromPriorityQueue()
|
||
|
{
|
||
|
CinemachineCore core = CinemachineCore.Instance;
|
||
|
Camera outputCamera = OutputCamera;
|
||
|
int mask = outputCamera == null ? ~0 : outputCamera.cullingMask;
|
||
|
int numCameras = core.VirtualCameraCount;
|
||
|
for (int i = 0; i < numCameras; ++i)
|
||
|
{
|
||
|
var cam = core.GetVirtualCamera(i);
|
||
|
GameObject go = cam != null ? cam.gameObject : null;
|
||
|
if (go != null && (mask & (1 << go.layer)) != 0)
|
||
|
return cam;
|
||
|
}
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Create a blend curve for blending from one ICinemachineCamera to another.
|
||
|
/// If there is a specific blend defined for these cameras it will be used, otherwise
|
||
|
/// a default blend will be created, which could be a cut.
|
||
|
/// </summary>
|
||
|
private CinemachineBlendDefinition LookupBlend(
|
||
|
ICinemachineCamera fromKey, ICinemachineCamera toKey)
|
||
|
{
|
||
|
// Get the blend curve that's most appropriate for these cameras
|
||
|
CinemachineBlendDefinition blend = m_DefaultBlend;
|
||
|
if (m_CustomBlends != null)
|
||
|
{
|
||
|
string fromCameraName = (fromKey != null) ? fromKey.Name : string.Empty;
|
||
|
string toCameraName = (toKey != null) ? toKey.Name : string.Empty;
|
||
|
blend = m_CustomBlends.GetBlendForVirtualCameras(
|
||
|
fromCameraName, toCameraName, blend);
|
||
|
}
|
||
|
if (CinemachineCore.GetBlendOverride != null)
|
||
|
blend = CinemachineCore.GetBlendOverride(fromKey, toKey, blend, this);
|
||
|
return blend;
|
||
|
}
|
||
|
|
||
|
/// <summary> Apply a cref="CameraState"/> to the game object</summary>
|
||
|
private void PushStateToUnityCamera(ref CameraState state)
|
||
|
{
|
||
|
CurrentCameraState = state;
|
||
|
if ((state.BlendHint & CameraState.BlendHintValue.NoPosition) == 0)
|
||
|
transform.position = state.FinalPosition;
|
||
|
if ((state.BlendHint & CameraState.BlendHintValue.NoOrientation) == 0)
|
||
|
transform.rotation = state.FinalOrientation;
|
||
|
if ((state.BlendHint & CameraState.BlendHintValue.NoLens) == 0)
|
||
|
{
|
||
|
Camera cam = OutputCamera;
|
||
|
if (cam != null)
|
||
|
{
|
||
|
cam.nearClipPlane = state.Lens.NearClipPlane;
|
||
|
cam.farClipPlane = state.Lens.FarClipPlane;
|
||
|
cam.orthographicSize = state.Lens.OrthographicSize;
|
||
|
cam.fieldOfView = state.Lens.FieldOfView;
|
||
|
cam.lensShift = state.Lens.LensShift;
|
||
|
if (state.Lens.ModeOverride != LensSettings.OverrideModes.None)
|
||
|
cam.orthographic = state.Lens.Orthographic;
|
||
|
bool isPhysical = state.Lens.ModeOverride == LensSettings.OverrideModes.None
|
||
|
? cam.usePhysicalProperties : state.Lens.IsPhysicalCamera;
|
||
|
cam.usePhysicalProperties = isPhysical;
|
||
|
if (isPhysical && state.Lens.IsPhysicalCamera)
|
||
|
{
|
||
|
cam.sensorSize = state.Lens.SensorSize;
|
||
|
cam.gateFit = state.Lens.GateFit;
|
||
|
#if CINEMACHINE_HDRP
|
||
|
#if UNITY_2019_2_OR_NEWER
|
||
|
cam.TryGetComponent<HDAdditionalCameraData>(out var hda);
|
||
|
#else
|
||
|
var hda = cam.GetComponent<HDAdditionalCameraData>();
|
||
|
#endif
|
||
|
if (hda != null)
|
||
|
{
|
||
|
hda.physicalParameters.iso = state.Lens.Iso;
|
||
|
hda.physicalParameters.shutterSpeed = state.Lens.ShutterSpeed;
|
||
|
hda.physicalParameters.aperture = state.Lens.Aperture;
|
||
|
hda.physicalParameters.bladeCount = state.Lens.BladeCount;
|
||
|
hda.physicalParameters.curvature = state.Lens.Curvature;
|
||
|
hda.physicalParameters.barrelClipping = state.Lens.BarrelClipping;
|
||
|
hda.physicalParameters.anamorphism = state.Lens.Anamorphism;
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if (CinemachineCore.CameraUpdatedEvent != null)
|
||
|
CinemachineCore.CameraUpdatedEvent.Invoke(this);
|
||
|
}
|
||
|
}
|
||
|
}
|