b486678290
Library -Artifacts
70 lines
2.5 KiB
C#
70 lines
2.5 KiB
C#
using UnityEngine;
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namespace Cinemachine
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{
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/// <summary>
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/// A definition of an impulse signal that gets propagated to listeners
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/// </summary>
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[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
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[HelpURL(Documentation.BaseURL + "manual/CinemachineImpulseFixedSignals.html")]
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public class CinemachineFixedSignal : SignalSourceAsset
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{
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/// <summary>The raw signal shape along the X axis</summary>
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[Tooltip("The raw signal shape along the X axis")]
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public AnimationCurve m_XCurve;
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/// <summary>The raw signal shape along the Y axis</summary>
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[Tooltip("The raw signal shape along the Y axis")]
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public AnimationCurve m_YCurve;
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/// <summary>The raw signal shape along the Z axis</summary>
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[Tooltip("The raw signal shape along the Z axis")]
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public AnimationCurve m_ZCurve;
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/// <summary>
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/// Returns the length on seconds of the signal.
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/// Returns 0 for signals of indeterminate length.
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/// </summary>
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public override float SignalDuration
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{
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get
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{
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return Mathf.Max(
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AxisDuration(m_XCurve),
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Mathf.Max(AxisDuration(m_YCurve), AxisDuration(m_ZCurve)));
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}
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}
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float AxisDuration(AnimationCurve axis)
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{
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float duration = 0;
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if (axis != null && axis.length > 1)
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{
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float start = axis[0].time;
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duration = axis[axis.length-1].time - start;
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}
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return duration;
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}
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/// <summary>Get the raw signal at this time</summary>
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/// <param name="timeSinceSignalStart">The time since in seconds since the start of the signal</param>
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/// <param name="pos">The position impulse signal</param>
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/// <param name="rot">The rotation impulse signal</param>
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public override void GetSignal(float timeSinceSignalStart, out Vector3 pos, out Quaternion rot)
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{
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rot = Quaternion.identity;
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pos = new Vector3(
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AxisValue(m_XCurve, timeSinceSignalStart),
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AxisValue(m_YCurve, timeSinceSignalStart),
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AxisValue(m_ZCurve, timeSinceSignalStart));
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}
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float AxisValue(AnimationCurve axis, float time)
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{
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if (axis == null || axis.length == 0)
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return 0;
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return axis.Evaluate(time);
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}
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}
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}
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