397 lines
16 KiB
C#
397 lines
16 KiB
C#
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using UnityEngine;
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using UnityEngine.SceneManagement;
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#if CINEMACHINE_POST_PROCESSING_V2
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using System.Collections.Generic;
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using UnityEngine.Rendering.PostProcessing;
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#endif
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namespace Cinemachine.PostFX
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{
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#if !CINEMACHINE_POST_PROCESSING_V2
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// Workaround for Unity scripting bug
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/// <summary>
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/// This behaviour is a liaison between Cinemachine with the Post-Processing v2 module. You must
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/// have the Post-Processing V2 stack package installed in order to use this behaviour.
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///
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/// As a component on the Virtual Camera, it holds
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/// a Post-Processing Profile asset that will be applied to the Unity camera whenever
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/// the Virtual camera is live. It also has the optional functionality of animating
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/// the Focus Distance and DepthOfField properties of the Camera State, and
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/// applying them to the current Post-Processing profile, provided that profile has a
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/// DepthOfField effect that is enabled.
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/// </summary>
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[SaveDuringPlay]
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[AddComponentMenu("")] // Hide in menu
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public class CinemachinePostProcessing : CinemachineExtension
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{
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/// <summary>Apply PostProcessing effects</summary>
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/// <param name="vcam">The virtual camera being processed</param>
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/// <param name="stage">The current pipeline stage</param>
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/// <param name="state">The current virtual camera state</param>
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/// <param name="deltaTime">The current applicable deltaTime</param>
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protected override void PostPipelineStageCallback(
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CinemachineVirtualCameraBase vcam,
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CinemachineCore.Stage stage, ref CameraState state, float deltaTime) {}
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}
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#else
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/// <summary>
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/// This behaviour is a liaison between Cinemachine with the Post-Processing v2 module. You must
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/// have the Post-Processing V2 stack package installed in order to use this behaviour.
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///
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/// As a component on the Virtual Camera, it holds
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/// a Post-Processing Profile asset that will be applied to the Unity camera whenever
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/// the Virtual camera is live. It also has the optional functionality of animating
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/// the Focus Distance and DepthOfField properties of the Camera State, and
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/// applying them to the current Post-Processing profile, provided that profile has a
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/// DepthOfField effect that is enabled.
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/// </summary>
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[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
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[ExecuteAlways]
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[AddComponentMenu("")] // Hide in menu
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[SaveDuringPlay]
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[DisallowMultipleComponent]
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[HelpURL(Documentation.BaseURL + "manual/CinemachinePostProcessing.html")]
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public class CinemachinePostProcessing : CinemachineExtension
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{
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/// <summary>
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/// This is the priority for the vcam's PostProcessing volumes. It's set to a high
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/// number in order to ensure that it overrides other volumes for the active vcam.
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/// You can change this value if necessary to work with other systems.
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/// </summary>
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static public float s_VolumePriority = 1000f;
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/// <summary>This is obsolete, please use m_FocusTracking</summary>
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[HideInInspector]
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public bool m_FocusTracksTarget;
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/// <summary>The reference object for focus tracking</summary>
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public enum FocusTrackingMode
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{
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/// <summary>No focus tracking</summary>
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None,
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/// <summary>Focus offset is relative to the LookAt target</summary>
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LookAtTarget,
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/// <summary>Focus offset is relative to the Follow target</summary>
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FollowTarget,
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/// <summary>Focus offset is relative to the Custom target set here</summary>
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CustomTarget,
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/// <summary>Focus offset is relative to the camera</summary>
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Camera
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};
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/// <summary>If the profile has the appropriate overrides, will set the base focus
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/// distance to be the distance from the selected target to the camera.
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/// The Focus Offset field will then modify that distance</summary>
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[Tooltip("If the profile has the appropriate overrides, will set the base focus "
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+ "distance to be the distance from the selected target to the camera."
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+ "The Focus Offset field will then modify that distance.")]
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public FocusTrackingMode m_FocusTracking;
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/// <summary>The target to use if Focus Tracks Target is set to Custom Target</summary>
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[Tooltip("The target to use if Focus Tracks Target is set to Custom Target")]
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public Transform m_FocusTarget;
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/// <summary>Offset from target distance, to be used with Focus Tracks Target.
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/// Offsets the sharpest point away from the location of the focus target</summary>
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[Tooltip("Offset from target distance, to be used with Focus Tracks Target. "
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+ "Offsets the sharpest point away from the location of the focus target.")]
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public float m_FocusOffset;
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/// <summary>
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/// This Post-Processing profile will be applied whenever this virtual camera is live
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/// </summary>
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[Tooltip("This Post-Processing profile will be applied whenever this virtual camera is live")]
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public PostProcessProfile m_Profile;
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class VcamExtraState
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{
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public PostProcessProfile mProfileCopy;
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public void CreateProfileCopy(PostProcessProfile source)
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{
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DestroyProfileCopy();
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PostProcessProfile profile = ScriptableObject.CreateInstance<PostProcessProfile>();
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if (source != null)
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{
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foreach (var item in source.settings)
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{
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var itemCopy = Instantiate(item);
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profile.settings.Add(itemCopy);
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}
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}
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mProfileCopy = profile;
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}
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public void DestroyProfileCopy()
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{
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if (mProfileCopy != null)
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RuntimeUtility.DestroyObject(mProfileCopy);
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mProfileCopy = null;
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}
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}
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/// <summary>True if the profile is enabled and nontrivial</summary>
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public bool IsValid { get { return m_Profile != null && m_Profile.settings.Count > 0; } }
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/// <summary>Called by the editor when the shared asset has been edited</summary>
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public void InvalidateCachedProfile()
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{
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var list = GetAllExtraStates<VcamExtraState>();
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for (int i = 0; i < list.Count; ++i)
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list[i].DestroyProfileCopy();
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}
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protected override void OnEnable()
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{
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base.OnEnable();
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// Map legacy m_FocusTracksTarget to focus mode
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if (m_FocusTracksTarget)
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{
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m_FocusTracking = VirtualCamera.LookAt != null
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? FocusTrackingMode.LookAtTarget : FocusTrackingMode.Camera;
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}
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m_FocusTracksTarget = false;
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}
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protected override void OnDestroy()
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{
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InvalidateCachedProfile();
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base.OnDestroy();
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}
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/// <summary>Apply PostProcessing effects</summary>
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/// <param name="vcam">The virtual camera being processed</param>
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/// <param name="stage">The current pipeline stage</param>
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/// <param name="state">The current virtual camera state</param>
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/// <param name="deltaTime">The current applicable deltaTime</param>
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protected override void PostPipelineStageCallback(
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CinemachineVirtualCameraBase vcam,
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CinemachineCore.Stage stage, ref CameraState state, float deltaTime)
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{
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// Set the focus after the camera has been fully positioned.
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if (stage == CinemachineCore.Stage.Finalize)
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{
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var extra = GetExtraState<VcamExtraState>(vcam);
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if (!IsValid)
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extra.DestroyProfileCopy();
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else
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{
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var profile = m_Profile;
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// Handle Follow Focus
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if (m_FocusTracking == FocusTrackingMode.None)
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extra.DestroyProfileCopy();
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else
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{
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if (extra.mProfileCopy == null)
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extra.CreateProfileCopy(m_Profile);
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profile = extra.mProfileCopy;
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DepthOfField dof;
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if (profile.TryGetSettings(out dof))
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{
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float focusDistance = m_FocusOffset;
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if (m_FocusTracking == FocusTrackingMode.LookAtTarget)
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focusDistance += (state.FinalPosition - state.ReferenceLookAt).magnitude;
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else
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{
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Transform focusTarget = null;
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switch (m_FocusTracking)
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{
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default: break;
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case FocusTrackingMode.FollowTarget: focusTarget = VirtualCamera.Follow; break;
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case FocusTrackingMode.CustomTarget: focusTarget = m_FocusTarget; break;
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}
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if (focusTarget != null)
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focusDistance += (state.FinalPosition - focusTarget.position).magnitude;
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}
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dof.focusDistance.value = Mathf.Max(0, focusDistance);
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}
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}
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// Apply the post-processing
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state.AddCustomBlendable(new CameraState.CustomBlendable(profile, 1));
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}
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}
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}
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static void OnCameraCut(CinemachineBrain brain)
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{
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// Debug.Log("Camera cut event");
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PostProcessLayer postFX = GetPPLayer(brain);
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if (postFX != null)
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postFX.ResetHistory();
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}
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static void ApplyPostFX(CinemachineBrain brain)
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{
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PostProcessLayer ppLayer = GetPPLayer(brain);
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if (ppLayer == null || !ppLayer.enabled || ppLayer.volumeLayer == 0)
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return;
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CameraState state = brain.CurrentCameraState;
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int numBlendables = state.NumCustomBlendables;
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List<PostProcessVolume> volumes = GetDynamicBrainVolumes(brain, ppLayer, numBlendables);
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for (int i = 0; i < volumes.Count; ++i)
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{
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volumes[i].weight = 0;
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volumes[i].sharedProfile = null;
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volumes[i].profile = null;
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}
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PostProcessVolume firstVolume = null;
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int numPPblendables = 0;
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for (int i = 0; i < numBlendables; ++i)
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{
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var b = state.GetCustomBlendable(i);
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var profile = b.m_Custom as PostProcessProfile;
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if (!(profile == null)) // in case it was deleted
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{
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PostProcessVolume v = volumes[i];
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if (firstVolume == null)
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firstVolume = v;
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v.sharedProfile = profile;
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v.isGlobal = true;
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v.priority = s_VolumePriority - (numBlendables - i) - 1;
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v.weight = b.m_Weight;
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++numPPblendables;
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}
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#if true // set this to true to force first weight to 1
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// If more than one volume, then set the frst one's weight to 1
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if (numPPblendables > 1)
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firstVolume.weight = 1;
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#endif
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}
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}
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static string sVolumeOwnerName = "__CMVolumes";
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static List<PostProcessVolume> sVolumes = new List<PostProcessVolume>();
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static List<PostProcessVolume> GetDynamicBrainVolumes(
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CinemachineBrain brain, PostProcessLayer ppLayer, int minVolumes)
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{
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// Locate the camera's child object that holds our dynamic volumes
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GameObject volumeOwner = null;
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Transform t = brain.transform;
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int numChildren = t.childCount;
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sVolumes.Clear();
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for (int i = 0; volumeOwner == null && i < numChildren; ++i)
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{
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GameObject child = t.GetChild(i).gameObject;
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if (child.hideFlags == HideFlags.HideAndDontSave)
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{
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child.GetComponents(sVolumes);
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if (sVolumes.Count > 0)
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volumeOwner = child;
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}
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}
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if (minVolumes > 0)
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{
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if (volumeOwner == null)
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{
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volumeOwner = new GameObject(sVolumeOwnerName);
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volumeOwner.hideFlags = HideFlags.HideAndDontSave;
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volumeOwner.transform.parent = t;
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}
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// Update the volume's layer so it will be seen
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int mask = ppLayer.volumeLayer.value;
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for (int i = 0; i < 32; ++i)
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{
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if ((mask & (1 << i)) != 0)
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{
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volumeOwner.layer = i;
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break;
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}
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}
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while (sVolumes.Count < minVolumes)
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sVolumes.Add(volumeOwner.gameObject.AddComponent<PostProcessVolume>());
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}
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return sVolumes;
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}
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static Dictionary<CinemachineBrain, PostProcessLayer> mBrainToLayer
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= new Dictionary<CinemachineBrain, PostProcessLayer>();
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static PostProcessLayer GetPPLayer(CinemachineBrain brain)
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{
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bool found = mBrainToLayer.TryGetValue(brain, out PostProcessLayer layer);
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if (layer != null)
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return layer; // layer is valid and in our lookup
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// If the layer in the lookup table is a deleted object, we must remove
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// the brain's callback for it
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if (found && !ReferenceEquals(layer, null))
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{
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// layer is a deleted object
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brain.m_CameraCutEvent.RemoveListener(OnCameraCut);
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mBrainToLayer.Remove(brain);
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layer = null;
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found = false;
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}
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// Brain is not in our lookup - add it.
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#if UNITY_2019_2_OR_NEWER
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brain.TryGetComponent(out layer);
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if (layer != null)
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{
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brain.m_CameraCutEvent.AddListener(OnCameraCut); // valid layer
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mBrainToLayer[brain] = layer;
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}
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#else
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// In order to avoid calling GetComponent() every frame in the case
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// where there is legitimately no layer on the brain, we will add
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// null to the lookup table if no layer is present.
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if (!found)
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{
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layer = brain.GetComponent<PostProcessLayer>();
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if (layer != null)
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brain.m_CameraCutEvent.AddListener(OnCameraCut); // valid layer
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// Exception: never add null in the case where user adds a layer while
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// in the editor. If we were to add null in this case, then the new
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// layer would not be detected. We are willing to live with
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// calling GetComponent() every frame while in edit mode.
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if (Application.isPlaying || layer != null)
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mBrainToLayer[brain] = layer;
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}
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#endif
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return layer;
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}
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static void CleanupLookupTable()
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{
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var iter = mBrainToLayer.GetEnumerator();
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while (iter.MoveNext())
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{
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var brain = iter.Current.Key;
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if (brain != null)
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brain.m_CameraCutEvent.RemoveListener(OnCameraCut);
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}
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mBrainToLayer.Clear();
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}
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#if UNITY_EDITOR
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[UnityEditor.InitializeOnLoad]
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class EditorInitialize
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{
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static EditorInitialize()
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{
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UnityEditor.EditorApplication.playModeStateChanged += (pmsc) => CleanupLookupTable();
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InitializeModule();
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}
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}
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#endif
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[RuntimeInitializeOnLoadMethod]
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static void InitializeModule()
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{
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// After the brain pushes the state to the camera, hook in to the PostFX
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CinemachineCore.CameraUpdatedEvent.RemoveListener(ApplyPostFX);
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CinemachineCore.CameraUpdatedEvent.AddListener(ApplyPostFX);
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// Clean up our resources
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SceneManager.sceneUnloaded += (scene) => CleanupLookupTable();
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}
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}
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#endif
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}
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