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- using Cinemachine.Utility;
- using UnityEngine;
- using UnityEngine.Serialization;
- namespace Cinemachine
- {
- /// <summary>
- /// This is a CinemachineComponent in the Aim section of the component pipeline.
- /// Its job is to match the orientation of the Follow target.
- /// </summary>
- [DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
- [AddComponentMenu("")] // Don't display in add component menu
- [SaveDuringPlay]
- public class CinemachineSameAsFollowTarget : CinemachineComponentBase
- {
- /// <summary>
- /// How much time it takes for the aim to catch up to the target's rotation
- /// </summary>
- [Tooltip("How much time it takes for the aim to catch up to the target's rotation")]
- [FormerlySerializedAs("m_AngularDamping")]
- public float m_Damping = 0;
- Quaternion m_PreviousReferenceOrientation = Quaternion.identity;
- /// <summary>True if component is enabled and has a Follow target 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.Aim; } }
- /// <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>Orients the camera to match the Follow target's orientation</summary>
- /// <param name="curState">The current camera state</param>
- /// <param name="deltaTime">Not used.</param>
- public override void MutateCameraState(ref CameraState curState, float deltaTime)
- {
- if (!IsValid)
- return;
- Quaternion dampedOrientation = FollowTargetRotation;
- if (deltaTime >= 0)
- {
- float t = VirtualCamera.DetachedFollowTargetDamp(1, m_Damping, deltaTime);
- dampedOrientation = Quaternion.Slerp(
- m_PreviousReferenceOrientation, FollowTargetRotation, t);
- }
- m_PreviousReferenceOrientation = dampedOrientation;
- curState.RawOrientation = dampedOrientation;
- }
- }
- }
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