| 1234567891011121314151617181920212223242526272829303132333435363738394041 |
- using UnityEngine;
- namespace Cinemachine
- {
- /// <summary>
- /// This is a CinemachineComponent in the Aim section of the component pipeline.
- /// Its job is to aim the camera hard at the LookAt target.
- /// </summary>
- [DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
- [AddComponentMenu("")] // Don't display in add component menu
- [SaveDuringPlay]
- public class CinemachineHardLookAt : CinemachineComponentBase
- {
- /// <summary>True if component is enabled and has a LookAt defined</summary>
- public override bool IsValid { get { return enabled && LookAtTarget != 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>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 && curState.HasLookAt)
- {
- Vector3 dir = (curState.ReferenceLookAt - curState.CorrectedPosition);
- if (dir.magnitude > Epsilon)
- {
- if (Vector3.Cross(dir.normalized, curState.ReferenceUp).magnitude < Epsilon)
- curState.RawOrientation = Quaternion.FromToRotation(Vector3.forward, dir);
- else
- curState.RawOrientation = Quaternion.LookRotation(dir, curState.ReferenceUp);
- }
- }
- }
- }
- }
|