b486678290
Library -Artifacts
562 lines
25 KiB
C#
562 lines
25 KiB
C#
#if !UNITY_2019_3_OR_NEWER
|
|
#define CINEMACHINE_UNITY_ANIMATION
|
|
#endif
|
|
|
|
using Cinemachine.Utility;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
namespace Cinemachine
|
|
{
|
|
#if CINEMACHINE_UNITY_ANIMATION
|
|
/// <summary>
|
|
/// This is a virtual camera "manager" that owns and manages a collection
|
|
/// of child Virtual Cameras. These child vcams are mapped to individual states in
|
|
/// an animation state machine, allowing you to associate specific vcams to specific
|
|
/// animation states. When that state is active in the state machine, then the
|
|
/// associated camera will be activated.
|
|
///
|
|
/// You can define custom blends and transitions between child cameras.
|
|
///
|
|
/// In order to use this behaviour, you must have an animated target (i.e. an object
|
|
/// animated with a state machine) to drive the behaviour.
|
|
/// </summary>
|
|
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
|
|
[DisallowMultipleComponent]
|
|
[ExecuteAlways]
|
|
[ExcludeFromPreset]
|
|
[AddComponentMenu("Cinemachine/CinemachineStateDrivenCamera")]
|
|
[HelpURL(Documentation.BaseURL + "manual/CinemachineStateDrivenCamera.html")]
|
|
public class CinemachineStateDrivenCamera : 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 = null;
|
|
|
|
/// <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 = null;
|
|
|
|
/// <summary>The state machine whose state changes will drive this camera's choice of active child</summary>
|
|
[Space]
|
|
[Tooltip("The state machine whose state changes will drive this camera's choice of active child")]
|
|
[NoSaveDuringPlay]
|
|
public Animator m_AnimatedTarget;
|
|
|
|
/// <summary>Which layer in the target FSM to observe</summary>
|
|
[Tooltip("Which layer in the target state machine to observe")]
|
|
[NoSaveDuringPlay]
|
|
public int m_LayerIndex;
|
|
|
|
/// <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 = false;
|
|
|
|
/// <summary>Internal API for the editor. Do not use this field</summary>
|
|
[SerializeField][HideInInspector][NoSaveDuringPlay]
|
|
internal CinemachineVirtualCameraBase[] m_ChildCameras = null;
|
|
|
|
/// <summary>This represents a single instrunction to the StateDrivenCamera. It associates
|
|
/// an state from the state machine with a child Virtual Camera, and also holds
|
|
/// activation tuning parameters.</summary>
|
|
[Serializable]
|
|
public struct Instruction
|
|
{
|
|
/// <summary>The full hash of the animation state</summary>
|
|
[Tooltip("The full hash of the animation state")]
|
|
public int m_FullHash;
|
|
/// <summary>The virtual camera to activate when the animation state becomes active</summary>
|
|
[Tooltip("The virtual camera to activate when the animation state becomes active")]
|
|
public CinemachineVirtualCameraBase m_VirtualCamera;
|
|
/// <summary>How long to wait (in seconds) before activating the virtual camera.
|
|
/// This filters out very short state durations</summary>
|
|
[Tooltip("How long to wait (in seconds) before activating the virtual camera. "
|
|
+ "This filters out very short state durations")]
|
|
public float m_ActivateAfter;
|
|
/// <summary>The minimum length of time (in seconds) to keep a virtual camera active</summary>
|
|
[Tooltip("The minimum length of time (in seconds) to keep a virtual camera active")]
|
|
public float m_MinDuration;
|
|
};
|
|
|
|
/// <summary>The set of instructions associating virtual cameras with states.
|
|
/// These instructions are used to choose the live child at any given moment</summary>
|
|
[Tooltip("The set of instructions associating virtual cameras with states. "
|
|
+ "These instructions are used to choose the live child at any given moment")]
|
|
public Instruction[] m_Instructions;
|
|
|
|
/// <summary>
|
|
/// The blend which is used if you don't explicitly define a blend between two Virtual Camera children.
|
|
/// </summary>
|
|
[CinemachineBlendDefinitionProperty]
|
|
[Tooltip("The blend which is used if you don't explicitly define a blend between two Virtual Camera children")]
|
|
public CinemachineBlendDefinition m_DefaultBlend
|
|
= new CinemachineBlendDefinition(CinemachineBlendDefinition.Style.EaseInOut, 0.5f);
|
|
|
|
/// <summary>
|
|
/// This is the asset which contains custom settings for specific child blends.
|
|
/// </summary>
|
|
[Tooltip("This is the asset which contains custom settings for specific child blends")]
|
|
public CinemachineBlenderSettings m_CustomBlends = null;
|
|
|
|
/// <summary>Internal API for the Inspector editor. This implements nested states.</summary>
|
|
[Serializable]
|
|
[DocumentationSorting(DocumentationSortingAttribute.Level.Undoc)]
|
|
internal struct ParentHash
|
|
{
|
|
/// <summary>Internal API for the Inspector editor</summary>
|
|
public int m_Hash;
|
|
/// <summary>Internal API for the Inspector editor</summary>
|
|
public int m_ParentHash;
|
|
/// <summary>Internal API for the Inspector editor</summary>
|
|
public ParentHash(int h, int p) { m_Hash = h; m_ParentHash = p; }
|
|
}
|
|
/// <summary>Internal API for the Inspector editor</summary>
|
|
[HideInInspector][SerializeField] internal ParentHash[] m_ParentHash = null;
|
|
|
|
/// <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;
|
|
}
|
|
}
|
|
|
|
/// <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 true, 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 seamlessly.</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);
|
|
m_TransitioningFrom = fromCam;
|
|
InternalUpdateCameraState(worldUp, deltaTime);
|
|
}
|
|
|
|
ICinemachineCamera m_TransitioningFrom;
|
|
|
|
/// <summary>Internal use only. Do not call this method.
|
|
/// 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)
|
|
{
|
|
UpdateListOfChildren();
|
|
CinemachineVirtualCameraBase best = ChooseCurrentCamera();
|
|
if (best != null && !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,
|
|
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;
|
|
}
|
|
|
|
/// <summary>Makes sure the internal child cache is up to date</summary>
|
|
protected override void OnEnable()
|
|
{
|
|
base.OnEnable();
|
|
InvalidateListOfChildren();
|
|
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>
|
|
public void OnTransformChildrenChanged()
|
|
{
|
|
InvalidateListOfChildren();
|
|
}
|
|
|
|
/// 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);
|
|
}
|
|
}
|
|
|
|
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>API for the inspector editor. Animation module does not have hashes
|
|
/// for state parents, so we have to invent them in order to implement nested state
|
|
/// handling</summary>
|
|
/// <param name="parentHash">Parent state's hash</param>
|
|
/// <param name="clip">The clip to create the fake hash for</param>
|
|
/// <returns>The fake hash</returns>
|
|
public static int CreateFakeHash(int parentHash, AnimationClip clip)
|
|
{
|
|
return Animator.StringToHash(parentHash.ToString() + "_" + clip.name);
|
|
}
|
|
|
|
// Avoid garbage string manipulations at runtime
|
|
struct HashPair { public int parentHash; public int hash; }
|
|
Dictionary<AnimationClip, List<HashPair>> mHashCache;
|
|
int LookupFakeHash(int parentHash, AnimationClip clip)
|
|
{
|
|
if (mHashCache == null)
|
|
mHashCache = new Dictionary<AnimationClip, List<HashPair>>();
|
|
List<HashPair> list = null;
|
|
if (!mHashCache.TryGetValue(clip, out list))
|
|
{
|
|
list = new List<HashPair>();
|
|
mHashCache[clip] = list;
|
|
}
|
|
for (int i = 0; i < list.Count; ++i)
|
|
if (list[i].parentHash == parentHash)
|
|
return list[i].hash;
|
|
int newHash = CreateFakeHash(parentHash, clip);
|
|
list.Add(new HashPair() { parentHash = parentHash, hash = newHash });
|
|
mStateParentLookup[newHash] = parentHash;
|
|
return newHash;
|
|
}
|
|
|
|
|
|
float mActivationTime = 0;
|
|
Instruction mActiveInstruction;
|
|
float mPendingActivationTime = 0;
|
|
Instruction mPendingInstruction;
|
|
private CinemachineBlend mActiveBlend = null;
|
|
|
|
void InvalidateListOfChildren() { m_ChildCameras = null; LiveChild = null; }
|
|
|
|
void UpdateListOfChildren()
|
|
{
|
|
if (m_ChildCameras != null && mInstructionDictionary != null && mStateParentLookup != 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();
|
|
}
|
|
|
|
private Dictionary<int, int> mInstructionDictionary;
|
|
private Dictionary<int, int> mStateParentLookup;
|
|
/// <summary>Internal API for the inspector editor.</summary>
|
|
internal void ValidateInstructions()
|
|
{
|
|
if (m_Instructions == null)
|
|
m_Instructions = new Instruction[0];
|
|
mInstructionDictionary = new Dictionary<int, int>();
|
|
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;
|
|
}
|
|
mInstructionDictionary[m_Instructions[i].m_FullHash] = i;
|
|
}
|
|
|
|
// Create the parent lookup
|
|
mStateParentLookup = new Dictionary<int, int>();
|
|
if (m_ParentHash != null)
|
|
foreach (var i in m_ParentHash)
|
|
mStateParentLookup[i.m_Hash] = i.m_ParentHash;
|
|
|
|
// Zap the cached current instructions
|
|
mHashCache = null;
|
|
mActivationTime = mPendingActivationTime = 0;
|
|
mActiveBlend = null;
|
|
}
|
|
|
|
List<AnimatorClipInfo> m_clipInfoList = new List<AnimatorClipInfo>();
|
|
private CinemachineVirtualCameraBase ChooseCurrentCamera()
|
|
{
|
|
if (m_ChildCameras == null || m_ChildCameras.Length == 0)
|
|
{
|
|
mActivationTime = 0;
|
|
return null;
|
|
}
|
|
CinemachineVirtualCameraBase defaultCam = m_ChildCameras[0];
|
|
if (m_AnimatedTarget == null || !m_AnimatedTarget.gameObject.activeSelf
|
|
|| m_AnimatedTarget.runtimeAnimatorController == null
|
|
|| m_LayerIndex < 0 || !m_AnimatedTarget.hasBoundPlayables
|
|
|| m_LayerIndex >= m_AnimatedTarget.layerCount)
|
|
{
|
|
mActivationTime = 0;
|
|
return defaultCam;
|
|
}
|
|
|
|
// Get the current state
|
|
int hash;
|
|
if (m_AnimatedTarget.IsInTransition(m_LayerIndex))
|
|
{
|
|
// Force "current" state to be the state we're transitioning to
|
|
AnimatorStateInfo info = m_AnimatedTarget.GetNextAnimatorStateInfo(m_LayerIndex);
|
|
m_AnimatedTarget.GetNextAnimatorClipInfo(m_LayerIndex, m_clipInfoList);
|
|
hash = GetClipHash(info.fullPathHash, m_clipInfoList);
|
|
}
|
|
else
|
|
{
|
|
AnimatorStateInfo info = m_AnimatedTarget.GetCurrentAnimatorStateInfo(m_LayerIndex);
|
|
m_AnimatedTarget.GetCurrentAnimatorClipInfo(m_LayerIndex, m_clipInfoList);
|
|
hash = GetClipHash(info.fullPathHash, m_clipInfoList);
|
|
}
|
|
|
|
// If we don't have an instruction for this state, find a suitable default
|
|
while (hash != 0 && !mInstructionDictionary.ContainsKey(hash))
|
|
hash = mStateParentLookup.ContainsKey(hash) ? mStateParentLookup[hash] : 0;
|
|
|
|
float now = CinemachineCore.CurrentTime;
|
|
if (mActivationTime != 0)
|
|
{
|
|
// Is it active now?
|
|
if (mActiveInstruction.m_FullHash == hash)
|
|
{
|
|
// Yes, cancel any pending
|
|
mPendingActivationTime = 0;
|
|
return mActiveInstruction.m_VirtualCamera;
|
|
}
|
|
|
|
// Is it pending?
|
|
if (PreviousStateIsValid)
|
|
{
|
|
if (mPendingActivationTime != 0 && mPendingInstruction.m_FullHash == hash)
|
|
{
|
|
// Has it been pending long enough, and are we allowed to switch away
|
|
// from the active action?
|
|
if ((now - mPendingActivationTime) > mPendingInstruction.m_ActivateAfter
|
|
&& ((now - mActivationTime) > mActiveInstruction.m_MinDuration
|
|
|| mPendingInstruction.m_VirtualCamera.Priority
|
|
> mActiveInstruction.m_VirtualCamera.Priority))
|
|
{
|
|
// Yes, activate it now
|
|
mActiveInstruction = mPendingInstruction;
|
|
mActivationTime = now;
|
|
mPendingActivationTime = 0;
|
|
}
|
|
return mActiveInstruction.m_VirtualCamera;
|
|
}
|
|
}
|
|
}
|
|
// Neither active nor pending.
|
|
mPendingActivationTime = 0; // cancel the pending, if any
|
|
|
|
if (!mInstructionDictionary.ContainsKey(hash))
|
|
{
|
|
// No defaults set, we just ignore this state
|
|
if (mActivationTime != 0)
|
|
return mActiveInstruction.m_VirtualCamera;
|
|
return defaultCam;
|
|
}
|
|
|
|
// Can we activate it now?
|
|
Instruction newInstr = m_Instructions[mInstructionDictionary[hash]];
|
|
if (newInstr.m_VirtualCamera == null)
|
|
newInstr.m_VirtualCamera = defaultCam;
|
|
if (PreviousStateIsValid && mActivationTime > 0)
|
|
{
|
|
if (newInstr.m_ActivateAfter > 0
|
|
|| ((now - mActivationTime) < mActiveInstruction.m_MinDuration
|
|
&& newInstr.m_VirtualCamera.Priority
|
|
<= mActiveInstruction.m_VirtualCamera.Priority))
|
|
{
|
|
// Too early - make it pending
|
|
mPendingInstruction = newInstr;
|
|
mPendingActivationTime = now;
|
|
if (mActivationTime != 0)
|
|
return mActiveInstruction.m_VirtualCamera;
|
|
return defaultCam;
|
|
}
|
|
}
|
|
// Activate now
|
|
mActiveInstruction = newInstr;
|
|
mActivationTime = now;
|
|
return mActiveInstruction.m_VirtualCamera;
|
|
}
|
|
|
|
int GetClipHash(int hash, List<AnimatorClipInfo> clips)
|
|
{
|
|
// Find the strongest-weighted animation clip substate
|
|
int bestClip = -1;
|
|
for (int i = 0; i < clips.Count; ++i)
|
|
if (bestClip < 0 || clips[i].weight > clips[bestClip].weight)
|
|
bestClip = i;
|
|
|
|
// Use its hash
|
|
if (bestClip >= 0 && clips[bestClip].weight > 0)
|
|
hash = LookupFakeHash(hash, clips[bestClip].clip);
|
|
|
|
return hash;
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
#endif
|
|
}
|