#if !UNITY_2019_3_OR_NEWER #define CINEMACHINE_PHYSICS #define CINEMACHINE_PHYSICS_2D #endif using System.Collections.Generic; using UnityEngine; using Cinemachine.Utility; namespace Cinemachine { #if CINEMACHINE_PHYSICS /// /// Cinemachine ClearShot is a "manager camera" that owns and manages a set of /// Virtual Camera gameObject children. When Live, the ClearShot will check the /// children, and choose the one with the best quality shot and make it Live. /// /// This can be a very powerful tool. If the child cameras have CinemachineCollider /// extensions, they will analyze the scene for target obstructions, optimal target /// distance, and other items, and report their assessment of shot quality back to /// the ClearShot parent, who will then choose the best one. You can use this to set /// up complex multi-camera coverage of a scene, and be assured that a clear shot of /// the target will always be available. /// /// If multiple child cameras have the same shot quality, the one with the highest /// priority will be chosen. /// /// You can also define custom blends between the ClearShot children. /// [DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)] [DisallowMultipleComponent] [ExecuteAlways] [ExcludeFromPreset] [AddComponentMenu("Cinemachine/CinemachineClearShot")] [HelpURL(Documentation.BaseURL + "manual/CinemachineClearShot.html")] public class CinemachineClearShot : CinemachineVirtualCameraBase { /// Default object for the camera children to look at (the aim target), if not specified in a child camera. May be empty. [Tooltip("Default object for the camera children to look at (the aim target), if not specified in a child camera. May be empty if all children specify targets of their own.")] [NoSaveDuringPlay] [VcamTargetProperty] public Transform m_LookAt = null; /// Default object for the camera children wants to move with (the body target), if not specified in a child camera. May be empty. [Tooltip("Default object for the camera children wants to move with (the body target), if not specified in a child camera. May be empty if all children specify targets of their own.")] [NoSaveDuringPlay] [VcamTargetProperty] public Transform m_Follow = null; /// When enabled, the current camera and blend will be indicated in the game window, for debugging [Tooltip("When enabled, the current child camera and blend will be indicated in the game window, for debugging")] [NoSaveDuringPlay] public bool m_ShowDebugText = false; /// Internal API for the editor. Do not use this filed. [SerializeField, HideInInspector, NoSaveDuringPlay] internal CinemachineVirtualCameraBase[] m_ChildCameras = null; /// Wait this many seconds before activating a new child camera [Tooltip("Wait this many seconds before activating a new child camera")] public float m_ActivateAfter; /// An active camera must be active for at least this many seconds [Tooltip("An active camera must be active for at least this many seconds")] public float m_MinDuration; /// If checked, camera choice will be randomized if multiple cameras are equally desirable. Otherwise, child list order will be used [Tooltip("If checked, camera choice will be randomized if multiple cameras are equally desirable. Otherwise, child list order and child camera priority will be used.")] public bool m_RandomizeChoice = false; /// The blend which is used if you don't explicitly define a blend between two Virtual Cameras [CinemachineBlendDefinitionProperty] [Tooltip("The blend which is used if you don't explicitly define a blend between two Virtual Cameras")] public CinemachineBlendDefinition m_DefaultBlend = new CinemachineBlendDefinition(CinemachineBlendDefinition.Style.Cut, 0); /// This is the asset which contains custom settings for specific blends [HideInInspector] public CinemachineBlenderSettings m_CustomBlends = null; /// Gets a brief debug description of this virtual camera, for use when displayiong debug info public override string Description { get { // Show the active camera and blend if (mActiveBlend != null) return mActiveBlend.Description; ICinemachineCamera vcam = LiveChild; if (vcam == null) return "(none)"; var sb = CinemachineDebug.SBFromPool(); sb.Append("["); sb.Append(vcam.Name); sb.Append("]"); string text = sb.ToString(); CinemachineDebug.ReturnToPool(sb); return text; } } /// Get the current "best" child virtual camera, that would be chosen /// if the ClearShot camera were active. public ICinemachineCamera LiveChild { get; set; } /// The CameraState of the currently live child public override CameraState State { get { return m_State; } } /// Check whether the vcam a live child of this camera. /// The Virtual Camera to check /// If truw, will only return true if this vcam is the dominat live child /// True if the vcam is currently actively influencing the state of this vcam public override bool IsLiveChild(ICinemachineCamera vcam, bool dominantChildOnly = false) { return vcam == LiveChild || (mActiveBlend != null && mActiveBlend.Uses(vcam)); } /// Get the current LookAt target. Returns parent's LookAt if parent /// is non-null and no specific LookAt defined for this camera override public Transform LookAt { get { return ResolveLookAt(m_LookAt); } set { m_LookAt = value; } } /// Get the current Follow target. Returns parent's Follow if parent /// is non-null and no specific Follow defined for this camera override public Transform Follow { get { return ResolveFollow(m_Follow); } set { m_Follow = value; } } /// This is called to notify the vcam that a target got warped, /// so that the vcam can update its internal state to make the camera /// also warp seamlessy. /// The object that was warped /// The amount the target's position changed public override void OnTargetObjectWarped(Transform target, Vector3 positionDelta) { UpdateListOfChildren(); foreach (var vcam in m_ChildCameras) vcam.OnTargetObjectWarped(target, positionDelta); base.OnTargetObjectWarped(target, positionDelta); } /// /// Force the virtual camera to assume a given position and orientation /// /// Worldspace pposition to take /// Worldspace orientation to take public override void ForceCameraPosition(Vector3 pos, Quaternion rot) { UpdateListOfChildren(); foreach (var vcam in m_ChildCameras) vcam.ForceCameraPosition(pos, rot); base.ForceCameraPosition(pos, rot); } /// Internal use only. Called by CinemachineCore at designated update time /// so the vcam can position itself and track its targets. This implementation /// updates all the children, chooses the best one, and implements any required blending. /// Default world Up, set by the CinemachineBrain /// Delta time for time-based effects (ignore if less than 0) public override void InternalUpdateCameraState(Vector3 worldUp, float deltaTime) { // Choose the best camera UpdateListOfChildren(); ICinemachineCamera previousCam = LiveChild; LiveChild = ChooseCurrentCamera(worldUp); // Are we transitioning cameras? if (previousCam != LiveChild && LiveChild != null) { // Notify incoming camera of transition LiveChild.OnTransitionFromCamera(previousCam, worldUp, deltaTime); // Generate Camera Activation event in the brain if live CinemachineCore.Instance.GenerateCameraActivationEvent(LiveChild, previousCam); // Are we transitioning cameras? if (previousCam != null) { // Create a blend (will be null if a cut) mActiveBlend = CreateBlend( previousCam, LiveChild, LookupBlend(previousCam, LiveChild), mActiveBlend); // If cutting, generate a camera cut event if live if (mActiveBlend == null || !mActiveBlend.Uses(previousCam)) CinemachineCore.Instance.GenerateCameraCutEvent(LiveChild); } } // Advance the current blend (if any) if (mActiveBlend != null) { mActiveBlend.TimeInBlend += (deltaTime >= 0) ? deltaTime : mActiveBlend.Duration; if (mActiveBlend.IsComplete) mActiveBlend = null; } if (mActiveBlend != null) { mActiveBlend.UpdateCameraState(worldUp, deltaTime); m_State = mActiveBlend.State; } else if (LiveChild != null) { if (m_TransitioningFrom != null) LiveChild.OnTransitionFromCamera(m_TransitioningFrom, worldUp, deltaTime); m_State = LiveChild.State; } m_TransitioningFrom = null; InvokePostPipelineStageCallback(this, CinemachineCore.Stage.Finalize, ref m_State, deltaTime); PreviousStateIsValid = true; } /// Makes sure the internal child cache is up to date protected override void OnEnable() { base.OnEnable(); InvalidateListOfChildren(); mActiveBlend = null; CinemachineDebug.OnGUIHandlers -= OnGuiHandler; CinemachineDebug.OnGUIHandlers += OnGuiHandler; } /// /// Uninstall the GUI handler /// protected override void OnDisable() { base.OnDisable(); CinemachineDebug.OnGUIHandlers -= OnGuiHandler; } /// Makes sure the internal child cache is up to date public void OnTransformChildrenChanged() { InvalidateListOfChildren(); UpdateListOfChildren(); } /// Will only be called if Unity Editor - never in build private void OnGuiHandler() { if (!m_ShowDebugText) CinemachineDebug.ReleaseScreenPos(this); else { var sb = CinemachineDebug.SBFromPool(); sb.Append(Name); sb.Append(": "); sb.Append(Description); string text = sb.ToString(); Rect r = CinemachineDebug.GetScreenPos(this, text, GUI.skin.box); GUI.Label(r, text, GUI.skin.box); CinemachineDebug.ReturnToPool(sb); } } /// Is there a blend in progress? public bool IsBlending { get { return mActiveBlend != null; } } CameraState m_State = CameraState.Default; /// The list of child cameras. These are just the immediate children in the hierarchy. public CinemachineVirtualCameraBase[] ChildCameras { get { UpdateListOfChildren(); return m_ChildCameras; } } float mActivationTime = 0; float mPendingActivationTime = 0; ICinemachineCamera mPendingCamera; private CinemachineBlend mActiveBlend = null; void InvalidateListOfChildren() { m_ChildCameras = null; m_RandomizedChilden = null; LiveChild = null; } /// If RandomizeChoice is enabled, call this to re-randomize the children next frame. /// This is useful if you want to freshen up the shot. public void ResetRandomization() { m_RandomizedChilden = null; mRandomizeNow = true; } void UpdateListOfChildren() { if (m_ChildCameras != null) return; List list = new List(); CinemachineVirtualCameraBase[] kids = GetComponentsInChildren(true); foreach (CinemachineVirtualCameraBase k in kids) if (k.transform.parent == transform) list.Add(k); m_ChildCameras = list.ToArray(); // Zap the cached current instructions mActivationTime = mPendingActivationTime = 0; mPendingCamera = null; LiveChild = null; mActiveBlend = null; } private bool mRandomizeNow = false; private CinemachineVirtualCameraBase[] m_RandomizedChilden = null; private ICinemachineCamera ChooseCurrentCamera(Vector3 worldUp) { if (m_ChildCameras == null || m_ChildCameras.Length == 0) { mActivationTime = 0; return null; } CinemachineVirtualCameraBase[] childCameras = m_ChildCameras; if (!m_RandomizeChoice) m_RandomizedChilden = null; else if (m_ChildCameras.Length > 1) { if (m_RandomizedChilden == null) m_RandomizedChilden = Randomize(m_ChildCameras); childCameras = m_RandomizedChilden; } if (LiveChild != null && !LiveChild.VirtualCameraGameObject.activeSelf) LiveChild = null; ICinemachineCamera best = LiveChild; for (int i = 0; i < childCameras.Length; ++i) { CinemachineVirtualCameraBase vcam = childCameras[i]; if (vcam != null && vcam.gameObject.activeInHierarchy) { // Choose the first in the list that is better than the current if (best == null || vcam.State.ShotQuality > best.State.ShotQuality || (vcam.State.ShotQuality == best.State.ShotQuality && vcam.Priority > best.Priority) || (m_RandomizeChoice && mRandomizeNow && (ICinemachineCamera)vcam != LiveChild && vcam.State.ShotQuality == best.State.ShotQuality && vcam.Priority == best.Priority)) { best = vcam; } } } mRandomizeNow = false; float now = CinemachineCore.CurrentTime; if (mActivationTime != 0) { // Is it active now? if (LiveChild == best) { // Yes, cancel any pending mPendingActivationTime = 0; mPendingCamera = null; return best; } // Is it pending? if (PreviousStateIsValid) { if (mPendingActivationTime != 0 && mPendingCamera == best) { // Has it been pending long enough, and are we allowed to switch away // from the active action? if ((now - mPendingActivationTime) > m_ActivateAfter && (now - mActivationTime) > m_MinDuration) { // Yes, activate it now m_RandomizedChilden = null; // reshuffle the children mActivationTime = now; mPendingActivationTime = 0; mPendingCamera = null; return best; } return LiveChild; } } } // Neither active nor pending. mPendingActivationTime = 0; // cancel the pending, if any mPendingCamera = null; // Can we activate it now? if (PreviousStateIsValid && mActivationTime > 0) { if (m_ActivateAfter > 0 || (now - mActivationTime) < m_MinDuration) { // Too early - make it pending mPendingCamera = best; mPendingActivationTime = now; return LiveChild; } } // Activate now m_RandomizedChilden = null; // reshuffle the children mActivationTime = now; return best; } struct Pair { public int a; public float b; } CinemachineVirtualCameraBase[] Randomize(CinemachineVirtualCameraBase[] src) { List pairs = new List(); for (int i = 0; i < src.Length; ++i) { Pair p = new Pair(); p.a = i; p.b = Random.Range(0, 1000f); pairs.Add(p); } pairs.Sort((p1, p2) => (int)p1.b - (int)p2.b); CinemachineVirtualCameraBase[] dst = new CinemachineVirtualCameraBase[src.Length]; Pair[] result = pairs.ToArray(); for (int i = 0; i < src.Length; ++i) dst[i] = src[result[i].a]; return dst; } 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; } /// Notification that this virtual camera is going live. /// This implementation resets the child randomization. /// The camera being deactivated. May be null. /// Default world Up, set by the CinemachineBrain /// Delta time for time-based effects (ignore if less than or equal to 0) public override void OnTransitionFromCamera( ICinemachineCamera fromCam, Vector3 worldUp, float deltaTime) { base.OnTransitionFromCamera(fromCam, worldUp, deltaTime); InvokeOnTransitionInExtensions(fromCam, worldUp, deltaTime); m_TransitioningFrom = fromCam; if (m_RandomizeChoice && mActiveBlend == null) { m_RandomizedChilden = null; LiveChild = null; } InternalUpdateCameraState(worldUp, deltaTime); } ICinemachineCamera m_TransitioningFrom; } #endif }