b486678290
Library -Artifacts
71 lines
2.6 KiB
C#
71 lines
2.6 KiB
C#
using UnityEngine;
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using Cinemachine.Utility;
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using Cinemachine;
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/// <summary>
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/// An add-on module for Cinemachine Virtual Camera that adds a final offset to the camera
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/// </summary>
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[AddComponentMenu("")] // Hide in menu
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[ExecuteAlways]
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[HelpURL(Documentation.BaseURL + "api/Cinemachine.CinemachineCameraOffset.html")]
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[SaveDuringPlay]
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public class CinemachineCameraOffset : CinemachineExtension
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{
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/// <summary>
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/// Offset the camera's position by this much (camera space)
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/// </summary>
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[Tooltip("Offset the camera's position by this much (camera space)")]
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public Vector3 m_Offset = Vector3.zero;
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/// <summary>
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/// When to apply the offset
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/// </summary>
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[Tooltip("When to apply the offset")]
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public CinemachineCore.Stage m_ApplyAfter = CinemachineCore.Stage.Aim;
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/// <summary>
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/// If applying offset after aim, re-adjust the aim to preserve the screen position
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/// of the LookAt target as much as possible
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/// </summary>
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[Tooltip("If applying offset after aim, re-adjust the aim to preserve the screen position"
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+ " of the LookAt target as much as possible")]
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public bool m_PreserveComposition;
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/// <summary>
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/// Applies the specified offset to the camera state
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/// </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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if (stage == m_ApplyAfter)
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{
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bool preserveAim = m_PreserveComposition
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&& state.HasLookAt && stage > CinemachineCore.Stage.Body;
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Vector3 screenOffset = Vector2.zero;
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if (preserveAim)
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{
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screenOffset = state.RawOrientation.GetCameraRotationToTarget(
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state.ReferenceLookAt - state.CorrectedPosition, state.ReferenceUp);
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}
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Vector3 offset = state.RawOrientation * m_Offset;
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state.PositionCorrection += offset;
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if (!preserveAim)
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state.ReferenceLookAt += offset;
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else
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{
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var q = Quaternion.LookRotation(
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state.ReferenceLookAt - state.CorrectedPosition, state.ReferenceUp);
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q = q.ApplyCameraRotation(-screenOffset, state.ReferenceUp);
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state.RawOrientation = q;
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}
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}
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}
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}
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