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

54 lines
2.3 KiB
C#

using Cinemachine.Utility;
using UnityEngine;
namespace Cinemachine
{
/// <summary>
/// This is a CinemachineComponent in the Aim section of the component pipeline.
/// Its job is to place the camera on the Follow Target.
/// </summary>
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[AddComponentMenu("")] // Don't display in add component menu
[SaveDuringPlay]
public class CinemachineHardLockToTarget : CinemachineComponentBase
{
/// <summary>
/// How much time it takes for the position to catch up to the target's position
/// </summary>
[Tooltip("How much time it takes for the position to catch up to the target's position")]
public float m_Damping = 0;
Vector3 m_PreviousTargetPosition;
/// <summary>True if component is enabled and has a LookAt defined</summary>
public override bool IsValid { get { return enabled && FollowTarget != null; } }
/// <summary>Get the Cinemachine Pipeline stage that this component implements.
/// Always returns the Aim stage</summary>
public override CinemachineCore.Stage Stage { get { return CinemachineCore.Stage.Body; } }
/// <summary>
/// Report maximum damping time needed for this component.
/// </summary>
/// <returns>Highest damping setting in this component</returns>
public override float GetMaxDampTime() { return m_Damping; }
/// <summary>Applies the composer rules and orients the camera accordingly</summary>
/// <param name="curState">The current camera state</param>
/// <param name="deltaTime">Used for calculating damping. If less than
/// zero, then target will snap to the center of the dead zone.</param>
public override void MutateCameraState(ref CameraState curState, float deltaTime)
{
if (!IsValid)
return;
Vector3 dampedPos = FollowTargetPosition;
if (deltaTime >= 0)
dampedPos = m_PreviousTargetPosition + VirtualCamera.DetachedFollowTargetDamp(
dampedPos - m_PreviousTargetPosition, m_Damping, deltaTime);
m_PreviousTargetPosition = dampedPos;
curState.RawPosition = dampedPos;
}
}
}