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- 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;
- }
- }
- }
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