Firstborn/Library/PackageCache/com.unity.cinemachine@2.8.9/Runtime/Behaviours/CinemachineBlendListCamera.cs
Schaken-Mods b486678290 Library -Artifacts
Library -Artifacts
2023-03-28 12:24:16 -05:00

388 lines
16 KiB
C#

#if !UNITY_2019_3_OR_NEWER
#define CINEMACHINE_UNITY_IMGUI
#endif
using Cinemachine.Utility;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Cinemachine
{
/// <summary>
/// This is a virtual camera "manager" that owns and manages a collection
/// of child Virtual Cameras. When the camera goes live, these child vcams
/// are enabled, one after another, holding each camera for a designated time.
/// Blends between cameras are specified.
/// The last camera is held indefinitely.
/// </summary>
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[DisallowMultipleComponent]
[ExecuteAlways]
[ExcludeFromPreset]
[AddComponentMenu("Cinemachine/CinemachineBlendListCamera")]
[HelpURL(Documentation.BaseURL + "manual/CinemachineBlendListCamera.html")]
public class CinemachineBlendListCamera : CinemachineVirtualCameraBase
{
/// <summary>Default object for the camera children to look at (the aim target),
/// if not specified in a child rig. May be empty</summary>
[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 of the children define targets of their own.")]
[NoSaveDuringPlay]
[VcamTargetProperty]
public Transform m_LookAt;
/// <summary>Default object for the camera children wants to move with (the body target),
/// if not specified in a child rig. May be empty</summary>
[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 of the children define targets of their own.")]
[NoSaveDuringPlay]
[VcamTargetProperty]
public Transform m_Follow;
/// <summary>When enabled, the current camera and blend will be indicated in the game window, for debugging</summary>
[Tooltip("When enabled, the current child camera and blend will be indicated in the game window, for debugging")]
public bool m_ShowDebugText;
/// <summary>When enabled, the child vcams will cycle indefinitely instead of just stopping at the last one</summary>
[Tooltip("When enabled, the child vcams will cycle indefinitely instead of just stopping at the last one")]
public bool m_Loop;
/// <summary>Internal API for the editor. Do not use this field</summary>
[SerializeField][HideInInspector][NoSaveDuringPlay]
internal CinemachineVirtualCameraBase[] m_ChildCameras;
/// <summary>This represents a single entry in the instrunction list of the BlendListCamera.</summary>
[Serializable]
public struct Instruction
{
/// <summary>The virtual camera to activate when this instruction becomes active</summary>
[Tooltip("The virtual camera to activate when this instruction becomes active")]
public CinemachineVirtualCameraBase m_VirtualCamera;
/// <summary>How long to wait (in seconds) before activating the next virtual camera in the list (if any)</summary>
[Tooltip("How long to wait (in seconds) before activating the next virtual camera in the list (if any)")]
public float m_Hold;
/// <summary>How to blend to the next virtual camera in the list (if any)</summary>
[CinemachineBlendDefinitionProperty]
[Tooltip("How to blend to the next virtual camera in the list (if any)")]
public CinemachineBlendDefinition m_Blend;
};
/// <summary>The set of instructions associating virtual cameras with states.
/// The set of instructions for enabling child cameras</summary>
[Tooltip("The set of instructions for enabling child cameras.")]
public Instruction[] m_Instructions;
/// <summary>Gets a brief debug description of this virtual camera, for use when displayiong debug info</summary>
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;
}
}
void Reset()
{
m_LookAt = null;
m_Follow = null;
m_ShowDebugText = false;
m_Loop = false;
m_Instructions = null;
m_ChildCameras = null;
}
/// <summary>Get the current "best" child virtual camera, that would be chosen
/// if the State Driven Camera were active.</summary>
public ICinemachineCamera LiveChild { get; set; }
/// <summary>Check whether the vcam a live child of this camera.</summary>
/// <param name="vcam">The Virtual Camera to check</param>
/// <param name="dominantChildOnly">If truw, will only return true if this vcam is the dominat live child</param>
/// <returns>True if the vcam is currently actively influencing the state of this vcam</returns>
public override bool IsLiveChild(ICinemachineCamera vcam, bool dominantChildOnly = false)
{
return vcam == LiveChild || (mActiveBlend != null && mActiveBlend.Uses(vcam));
}
/// <summary>The State of the current live child</summary>
public override CameraState State { get { return m_State; } }
/// <summary>Get the current LookAt target. Returns parent's LookAt if parent
/// is non-null and no specific LookAt defined for this camera</summary>
override public Transform LookAt
{
get { return ResolveLookAt(m_LookAt); }
set { m_LookAt = value; }
}
/// <summary>Get the current Follow target. Returns parent's Follow if parent
/// is non-null and no specific Follow defined for this camera</summary>
override public Transform Follow
{
get { return ResolveFollow(m_Follow); }
set { m_Follow = value; }
}
/// <summary>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.</summary>
/// <param name="target">The object that was warped</param>
/// <param name="positionDelta">The amount the target's position changed</param>
public override void OnTargetObjectWarped(Transform target, Vector3 positionDelta)
{
UpdateListOfChildren();
foreach (var vcam in m_ChildCameras)
vcam.OnTargetObjectWarped(target, positionDelta);
base.OnTargetObjectWarped(target, positionDelta);
}
/// <summary>
/// Force the virtual camera to assume a given position and orientation
/// </summary>
/// <param name="pos">Worldspace pposition to take</param>
/// <param name="rot">Worldspace orientation to take</param>
public override void ForceCameraPosition(Vector3 pos, Quaternion rot)
{
UpdateListOfChildren();
foreach (var vcam in m_ChildCameras)
vcam.ForceCameraPosition(pos, rot);
base.ForceCameraPosition(pos, rot);
}
/// <summary>Notification that this virtual camera is going live.</summary>
/// <param name="fromCam">The camera being deactivated. May be null.</param>
/// <param name="worldUp">Default world Up, set by the CinemachineBrain</param>
/// <param name="deltaTime">Delta time for time-based effects (ignore if less than or equal to 0)</param>
public override void OnTransitionFromCamera(
ICinemachineCamera fromCam, Vector3 worldUp, float deltaTime)
{
base.OnTransitionFromCamera(fromCam, worldUp, deltaTime);
InvokeOnTransitionInExtensions(fromCam, worldUp, deltaTime);
mActivationTime = CinemachineCore.CurrentTime;
mCurrentInstruction = 0;
LiveChild = null;
mActiveBlend = null;
m_TransitioningFrom = fromCam;
InternalUpdateCameraState(worldUp, deltaTime);
}
ICinemachineCamera m_TransitioningFrom;
/// <summary>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.</summary>
/// <param name="worldUp">Default world Up, set by the CinemachineBrain</param>
/// <param name="deltaTime">Delta time for time-based effects (ignore if less than or equal to 0)</param>
public override void InternalUpdateCameraState(Vector3 worldUp, float deltaTime)
{
if (!PreviousStateIsValid)
{
mCurrentInstruction = -1;
mActiveBlend = null;
}
UpdateListOfChildren();
AdvanceCurrentInstruction(deltaTime);
CinemachineVirtualCameraBase best = null;
if (mCurrentInstruction >= 0 && mCurrentInstruction < m_Instructions.Length)
best = m_Instructions[mCurrentInstruction].m_VirtualCamera;
if (best != null)
{
if (!best.gameObject.activeInHierarchy)
{
best.gameObject.SetActive(true);
best.UpdateCameraState(worldUp, deltaTime);
}
ICinemachineCamera previousCam = LiveChild;
LiveChild = best;
// 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);
if (previousCam != null)
{
// Create a blend (will be null if a cut)
mActiveBlend = CreateBlend(
previousCam, LiveChild,
m_Instructions[mCurrentInstruction].m_Blend,
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;
}
/// <summary>Makes sure the internal child cache is up to date</summary>
protected override void OnEnable()
{
base.OnEnable();
InvalidateListOfChildren();
LiveChild = null;
mActiveBlend = null;
CinemachineDebug.OnGUIHandlers -= OnGuiHandler;
CinemachineDebug.OnGUIHandlers += OnGuiHandler;
}
/// <summary>
/// Uninstall the GUI handler
/// </summary>
protected override void OnDisable()
{
base.OnDisable();
CinemachineDebug.OnGUIHandlers -= OnGuiHandler;
}
/// <summary>Makes sure the internal child cache is up to date</summary>
void OnTransformChildrenChanged()
{
InvalidateListOfChildren();
}
/// Will only be called if Unity Editor - never in build
private void OnGuiHandler()
{
#if CINEMACHINE_UNITY_IMGUI
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);
}
#endif
}
CameraState m_State = CameraState.Default;
/// <summary>The list of child cameras. These are just the immediate children in the hierarchy.</summary>
public CinemachineVirtualCameraBase[] ChildCameras { get { UpdateListOfChildren(); return m_ChildCameras; }}
/// <summary>Is there a blend in progress?</summary>
public bool IsBlending { get { return mActiveBlend != null; } }
/// <summary>The time at which the current instruction went live</summary>
float mActivationTime = -1;
int mCurrentInstruction = 0;
private CinemachineBlend mActiveBlend = null;
void InvalidateListOfChildren() { m_ChildCameras = null; LiveChild = null; }
void UpdateListOfChildren()
{
if (m_ChildCameras != null)
return;
List<CinemachineVirtualCameraBase> list = new List<CinemachineVirtualCameraBase>();
CinemachineVirtualCameraBase[] kids = GetComponentsInChildren<CinemachineVirtualCameraBase>(true);
foreach (CinemachineVirtualCameraBase k in kids)
if (k.transform.parent == transform)
list.Add(k);
m_ChildCameras = list.ToArray();
ValidateInstructions();
}
/// <summary>Internal API for the inspector editor.</summary>
/// // GML todo: make this private, part of UpdateListOfChildren()
internal void ValidateInstructions()
{
if (m_Instructions == null)
m_Instructions = new Instruction[0];
for (int i = 0; i < m_Instructions.Length; ++i)
{
if (m_Instructions[i].m_VirtualCamera != null
&& m_Instructions[i].m_VirtualCamera.transform.parent != transform)
{
m_Instructions[i].m_VirtualCamera = null;
}
}
mActiveBlend = null;
}
private void AdvanceCurrentInstruction(float deltaTime)
{
if (m_ChildCameras == null || m_ChildCameras.Length == 0
|| mActivationTime < 0 || m_Instructions.Length == 0)
{
mActivationTime = -1;
mCurrentInstruction = -1;
mActiveBlend = null;
return;
}
float now = CinemachineCore.CurrentTime;
if (mCurrentInstruction < 0 || deltaTime < 0)
{
mActivationTime = now;
mCurrentInstruction = 0;
}
if (mCurrentInstruction > m_Instructions.Length - 1)
{
mActivationTime = now;
mCurrentInstruction = m_Instructions.Length - 1;
}
var holdTime = m_Instructions[mCurrentInstruction].m_Hold
+ m_Instructions[mCurrentInstruction].m_Blend.BlendTime;
var minHold = mCurrentInstruction < m_Instructions.Length - 1 || m_Loop
? 0 : float.MaxValue;
if (now - mActivationTime > Mathf.Max(minHold, holdTime))
{
mActivationTime = now;
++mCurrentInstruction;
if (m_Loop && mCurrentInstruction == m_Instructions.Length)
mCurrentInstruction = 0;
}
}
}
}