Firstborn/Library/PackageCache/com.unity.cinemachine@2.8.9/Runtime/Components/CinemachineSameAsFollowTarg...

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2023-03-28 13:24:16 -04:00
using Cinemachine.Utility;
using UnityEngine;
using UnityEngine.Serialization;
namespace Cinemachine
{
/// <summary>
/// This is a CinemachineComponent in the Aim section of the component pipeline.
/// Its job is to match the orientation of the Follow target.
/// </summary>
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[AddComponentMenu("")] // Don't display in add component menu
[SaveDuringPlay]
public class CinemachineSameAsFollowTarget : CinemachineComponentBase
{
/// <summary>
/// How much time it takes for the aim to catch up to the target's rotation
/// </summary>
[Tooltip("How much time it takes for the aim to catch up to the target's rotation")]
[FormerlySerializedAs("m_AngularDamping")]
public float m_Damping = 0;
Quaternion m_PreviousReferenceOrientation = Quaternion.identity;
/// <summary>True if component is enabled and has a Follow target defined</summary>
public override bool IsValid { get { return enabled && FollowTarget != null; } }
/// <summary>Get the Cinemachine Pipeline stage that this component implements.
/// Always returns the Aim stage</summary>
public override CinemachineCore.Stage Stage { get { return CinemachineCore.Stage.Aim; } }
/// <summary>
/// Report maximum damping time needed for this component.
/// </summary>
/// <returns>Highest damping setting in this component</returns>
public override float GetMaxDampTime() { return m_Damping; }
/// <summary>Orients the camera to match the Follow target's orientation</summary>
/// <param name="curState">The current camera state</param>
/// <param name="deltaTime">Not used.</param>
public override void MutateCameraState(ref CameraState curState, float deltaTime)
{
if (!IsValid)
return;
Quaternion dampedOrientation = FollowTargetRotation;
if (deltaTime >= 0)
{
float t = VirtualCamera.DetachedFollowTargetDamp(1, m_Damping, deltaTime);
dampedOrientation = Quaternion.Slerp(
m_PreviousReferenceOrientation, FollowTargetRotation, t);
}
m_PreviousReferenceOrientation = dampedOrientation;
curState.RawOrientation = dampedOrientation;
curState.ReferenceUp = dampedOrientation * Vector3.up;
}
}
}