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- #if CINEMACHINE_EXPERIMENTAL_VCAM
- using UnityEngine;
- using Cinemachine.Utility;
- using System;
- namespace Cinemachine
- {
- /// <summary>
- ///
- /// NOTE: THIS CLASS IS EXPERIMENTAL, AND NOT FOR PUBLIC USE
- ///
- /// Lighter-weight version of the CinemachineFreeLook, with extra radial axis.
- ///
- /// A Cinemachine Camera geared towards a 3rd person camera experience.
- /// The camera orbits around its subject with three separate camera rigs defining
- /// rings around the target. Each rig has its own radius, height offset, composer,
- /// and lens settings.
- /// Depending on the camera's position along the spline connecting these three rigs,
- /// these settings are interpolated to give the final camera position and state.
- /// </summary>
- [DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
- [DisallowMultipleComponent]
- #if UNITY_2018_3_OR_NEWER
- [ExecuteAlways]
- #else
- [ExecuteInEditMode]
- #endif
- [AddComponentMenu("Cinemachine/CinemachineNewFreeLook")]
- [SaveDuringPlay]
- public class CinemachineNewFreeLook : CinemachineNewVirtualCamera
- {
- /// <summary>The Vertical axis. Value is 0..1. Chooses how to blend the child rigs</summary>
- [Tooltip("The Vertical axis. Value is 0..1. 0.5 is the middle rig. Chooses how to blend the child rigs")]
- [AxisStateProperty]
- public AxisState m_VerticalAxis = new AxisState(0, 1, false, true, 2f, 0.2f, 0.1f, "Mouse Y", false);
- [Tooltip("The Radial axis. Value is the base radius of the orbits")]
- [AxisStateProperty]
- public AxisState m_RadialAxis = new AxisState(1, 1, false, false, 100, 0f, 0f, "Mouse ScrollWheel", false);
- /// <summary>Defines the height and radius for an orbit</summary>
- [Serializable]
- public struct Orbit
- {
- /// <summary>Height relative to target</summary>
- public float m_Height;
- /// <summary>Radius of orbit</summary>
- public float m_Radius;
- }
- /// <summary>Order is Top, Middle, Bottom</summary>
- public Orbit[] m_Orbits = new Orbit[3];
- /// <summary></summary>
- [Tooltip("Controls how taut is the line that connects the rigs' orbits, which determines final placement on the Y axis")]
- [Range(0f, 1f)]
- public float m_SplineCurvature;
- /// <summary>Identifiers for accessing override settings for top and bottom rigs</summary>
- public enum RigID { Top, Bottom };
- /// <summary>Override settings for top and bottom rigs</summary>
- [Serializable]
- public class Rig
- {
- public bool m_CustomLens;
- public LensSettings m_Lens;
- public bool m_CustomBody;
- public TransposerSettings m_Body;
- public bool m_CustomAim;
- public ComposerSettings m_Aim;
- public bool m_CustomNoise;
- public PerlinNoiseSettings m_Noise;
- public void Validate()
- {
- if (m_Lens.FieldOfView == 0)
- m_Lens = LensSettings.Default;
- m_Lens.Validate();
- }
- /// <summary>Blendable settings for Transposer Transposer</summary>
- [Serializable] public class TransposerSettings
- {
- [Range(0f, 20f)] public float m_XDamping;
- [Range(0f, 20f)] public float m_YDamping;
- [Range(0f, 20f)] public float m_ZDamping;
- [Range(0f, 20f)] public float m_PitchDamping;
- [Range(0f, 20f)] public float m_YawDamping;
- [Range(0f, 20f)] public float m_RollDamping;
- internal void Lerp(CinemachineTransposer o, float t)
- {
- o.m_XDamping = Mathf.Lerp(o.m_XDamping, m_XDamping, t);
- o.m_YDamping = Mathf.Lerp(o.m_YDamping, m_YDamping, t);
- o.m_ZDamping = Mathf.Lerp(o.m_ZDamping, m_ZDamping, t);
- o.m_PitchDamping = Mathf.Lerp(o.m_PitchDamping, m_PitchDamping, t);
- o.m_YawDamping = Mathf.Lerp(o.m_YawDamping, m_YawDamping, t);
- o.m_RollDamping = Mathf.Lerp(o.m_RollDamping, m_RollDamping, t);
- }
- internal void PullFrom(CinemachineTransposer o)
- {
- m_XDamping = o.m_XDamping;
- m_YDamping = o.m_YDamping;
- m_ZDamping = o.m_ZDamping;
- m_PitchDamping = o.m_PitchDamping;
- m_YawDamping = o.m_YawDamping;
- m_RollDamping = o.m_RollDamping;
- }
- internal void PushTo(CinemachineTransposer o)
- {
- o.m_XDamping = m_XDamping;
- o.m_YDamping = m_YDamping;
- o.m_ZDamping = m_ZDamping;
- o.m_PitchDamping =m_PitchDamping;
- o.m_YawDamping = m_YawDamping;
- o.m_RollDamping = m_RollDamping;
- }
- }
- /// <summary>Blendable settings for Composer</summary>
- [Serializable] public class ComposerSettings
- {
- public Vector3 m_LookAtOffset;
- [Space]
- [Range(0f, 20)] public float m_HorizontalDamping;
- [Range(0f, 20)] public float m_VerticalDamping;
- [Space]
- [Range(0f, 1f)] public float m_ScreenX;
- [Range(0f, 1f)] public float m_ScreenY;
- [Range(0f, 1f)] public float m_DeadZoneWidth;
- [Range(0f, 1f)] public float m_DeadZoneHeight;
- [Range(0f, 2f)] public float m_SoftZoneWidth;
- [Range(0f, 2f)] public float m_SoftZoneHeight;
- [Range(-0.5f, 0.5f)] public float m_BiasX;
- [Range(-0.5f, 0.5f)] public float m_BiasY;
- internal void Lerp(CinemachineComposer c, float t)
- {
- c.m_TrackedObjectOffset = Vector3.Lerp(c.m_TrackedObjectOffset, m_LookAtOffset, t);
- c.m_HorizontalDamping = Mathf.Lerp(c.m_HorizontalDamping, m_HorizontalDamping, t);
- c.m_VerticalDamping = Mathf.Lerp(c.m_VerticalDamping, m_VerticalDamping, t);
- c.m_ScreenX = Mathf.Lerp(c.m_ScreenX, m_ScreenX, t);
- c.m_ScreenY = Mathf.Lerp(c.m_ScreenY, m_ScreenY, t);
- c.m_DeadZoneWidth = Mathf.Lerp(c.m_DeadZoneWidth, m_DeadZoneWidth, t);
- c.m_DeadZoneHeight = Mathf.Lerp(c.m_DeadZoneHeight, m_DeadZoneHeight, t);
- c.m_SoftZoneWidth = Mathf.Lerp(c.m_SoftZoneWidth, m_SoftZoneWidth, t);
- c.m_SoftZoneHeight = Mathf.Lerp(c.m_SoftZoneHeight, m_SoftZoneHeight, t);
- c.m_BiasX = Mathf.Lerp(c.m_BiasX, m_BiasX, t);
- c.m_BiasY = Mathf.Lerp(c.m_BiasY, m_BiasY, t);
- }
- internal void PullFrom(CinemachineComposer c)
- {
- m_LookAtOffset = c.m_TrackedObjectOffset;
- m_HorizontalDamping = c.m_HorizontalDamping;
- m_VerticalDamping = c.m_VerticalDamping;
- m_ScreenX = c.m_ScreenX;
- m_ScreenY = c.m_ScreenY;
- m_DeadZoneWidth = c.m_DeadZoneWidth;
- m_DeadZoneHeight = c.m_DeadZoneHeight;
- m_SoftZoneWidth = c.m_SoftZoneWidth;
- m_SoftZoneHeight = c.m_SoftZoneHeight;
- m_BiasX = c.m_BiasX;
- m_BiasY = c.m_BiasY;
- }
- internal void PushTo(CinemachineComposer c)
- {
- c.m_TrackedObjectOffset = m_LookAtOffset;
- c.m_HorizontalDamping = m_HorizontalDamping;
- c.m_VerticalDamping = m_VerticalDamping;
- c.m_ScreenX = m_ScreenX;
- c.m_ScreenY = m_ScreenY;
- c.m_DeadZoneWidth = m_DeadZoneWidth;
- c.m_DeadZoneHeight = m_DeadZoneHeight;
- c.m_SoftZoneWidth = m_SoftZoneWidth;
- c.m_SoftZoneHeight = m_SoftZoneHeight;
- c.m_BiasX = m_BiasX;
- c.m_BiasY = m_BiasY;
- }
- }
- /// <summary>Blendable settings for CinemachineBasicMultiChannelPerlin</summary>
- [Serializable] public class PerlinNoiseSettings
- {
- public float m_AmplitudeGain;
- public float m_FrequencyGain;
- internal void Lerp(CinemachineBasicMultiChannelPerlin p, float t)
- {
- p.m_AmplitudeGain = Mathf.Lerp(p.m_AmplitudeGain, m_AmplitudeGain, t);
- p.m_FrequencyGain =Mathf.Lerp(p.m_FrequencyGain, m_FrequencyGain, t);
- }
- internal void PullFrom(CinemachineBasicMultiChannelPerlin p)
- {
- m_AmplitudeGain = p.m_AmplitudeGain;
- m_FrequencyGain = p.m_FrequencyGain;
- }
- internal void PushTo(CinemachineBasicMultiChannelPerlin p)
- {
- p.m_AmplitudeGain = m_AmplitudeGain;
- p.m_FrequencyGain = m_FrequencyGain;
- }
- }
- }
- [SerializeField]
- internal Rig[] m_Rigs = new Rig[2] { new Rig(), new Rig() };
- /// <summary>Accessor for rig override settings</summary>
- public Rig RigSettings(RigID rig) { return m_Rigs[(int)rig]; }
- /// Easy access to the transposer (may be null)
- CinemachineTransposer Transposer
- {
- get { return ComponentCache[(int)CinemachineCore.Stage.Body] as CinemachineTransposer; }
- }
- /// <summary>Enforce bounds for fields, when changed in inspector.</summary>
- protected override void OnValidate()
- {
- base.OnValidate();
- for (int i = 0; i < m_Rigs.Length; ++i)
- m_Rigs[i].Validate();
- }
- private void Awake()
- {
- m_VerticalAxis.HasRecentering = true;
- m_RadialAxis.HasRecentering = false;
- }
- /// <summary>Updates the child rig cache</summary>
- protected override void OnEnable()
- {
- base.OnEnable();
- UpdateInputAxisProvider();
- }
-
- /// <summary>
- /// API for the inspector. Internal use only
- /// </summary>
- public void UpdateInputAxisProvider()
- {
- m_VerticalAxis.SetInputAxisProvider(0, null);
- m_RadialAxis.SetInputAxisProvider(1, null);
- var provider = GetInputAxisProvider();
- if (provider != null)
- {
- m_VerticalAxis.SetInputAxisProvider(1, provider);
- m_RadialAxis.SetInputAxisProvider(2, provider);
- }
- }
-
- void Reset()
- {
- DestroyComponents();
- #if UNITY_EDITOR
- var orbital = UnityEditor.Undo.AddComponent<CinemachineOrbitalTransposer>(gameObject);
- UnityEditor.Undo.AddComponent<CinemachineComposer>(gameObject);
- #else
- var orbital = gameObject.AddComponent<CinemachineOrbitalTransposer>();
- gameObject.AddComponent<CinemachineComposer>();
- #endif
- orbital.HideOffsetInInspector = true;
- orbital.m_BindingMode = CinemachineTransposer.BindingMode.SimpleFollowWithWorldUp;
- InvalidateComponentCache();
- m_Rigs = new Rig[2] { new Rig(), new Rig() };
- // Default orbits
- m_Orbits = new Orbit[3];
- m_Orbits[0].m_Height = 10; m_Orbits[0].m_Radius = 4;
- m_Orbits[1].m_Height = 2.5f; m_Orbits[1].m_Radius = 8;
- m_Orbits[2].m_Height = -0.5f; m_Orbits[2].m_Radius = 5;
- m_SplineCurvature = 0.5f;
- }
- /// <summary>
- /// Force the virtual camera to assume a given position and orientation.
- /// Procedural placement then takes over
- /// </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)
- {
- base.ForceCameraPosition(pos, rot);
- m_VerticalAxis.Value = GetYAxisClosestValue(pos, State.ReferenceUp);
- }
-
- /// <summary>If we are transitioning from another FreeLook, grab the axis values from it.</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_VerticalAxis.m_Recentering.DoRecentering(ref m_VerticalAxis, -1, 0.5f);
- m_VerticalAxis.m_Recentering.CancelRecentering();
- if (fromCam != null && m_Transitions.m_InheritPosition)
- {
- // Note: horizontal axis already taken care of by base class
- var cameraPos = fromCam.State.RawPosition;
- // Special handling for FreeLook: get an undamped outgoing position
- if (fromCam is CinemachineNewFreeLook)
- {
- var orbital = (fromCam as CinemachineNewFreeLook).Transposer;
- if (orbital != null)
- cameraPos = orbital.GetTargetCameraPosition(worldUp);
- }
- m_VerticalAxis.Value = GetYAxisClosestValue(cameraPos, worldUp);
- }
- }
- float GetYAxisClosestValue(Vector3 cameraPos, Vector3 up)
- {
- if (Follow != null)
- {
- // Rotate the camera pos to the back
- Quaternion q = Quaternion.FromToRotation(up, Vector3.up);
- Vector3 dir = q * (cameraPos - Follow.position);
- Vector3 flatDir = dir; flatDir.y = 0;
- if (!flatDir.AlmostZero())
- {
- float angle = Vector3.SignedAngle(flatDir, Vector3.back, Vector3.up);
- dir = Quaternion.AngleAxis(angle, Vector3.up) * dir;
- }
- dir.x = 0;
- // Sample the spline in a few places, find the 2 closest, and lerp
- int i0 = 0, i1 = 0;
- float a0 = 0, a1 = 0;
- const int NumSamples = 13;
- float step = 1f / (NumSamples-1);
- for (int i = 0; i < NumSamples; ++i)
- {
- float a = Vector3.SignedAngle(
- dir, GetLocalPositionForCameraFromInput(i * step), Vector3.right);
- if (i == 0)
- a0 = a1 = a;
- else
- {
- if (Mathf.Abs(a) < Mathf.Abs(a0))
- {
- a1 = a0;
- i1 = i0;
- a0 = a;
- i0 = i;
- }
- else if (Mathf.Abs(a) < Mathf.Abs(a1))
- {
- a1 = a;
- i1 = i;
- }
- }
- }
- if (Mathf.Sign(a0) == Mathf.Sign(a1))
- return i0 * step;
- float t = Mathf.Abs(a0) / (Mathf.Abs(a0) + Mathf.Abs(a1));
- return Mathf.Lerp(i0 * step, i1 * step, t);
- }
- return m_VerticalAxis.Value; // stay conservative
- }
- /// <summary>Internal use only. Called by CinemachineCore at designated update time
- /// so the vcam can position itself and track its targets. All 3 child rigs are updated,
- /// and a blend calculated, depending on the value of the Y axis.</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 0)</param>
- override public void InternalUpdateCameraState(Vector3 worldUp, float deltaTime)
- {
- FollowTargetAttachment = 1;
- LookAtTargetAttachment = 1;
- // Initialize the camera state, in case the game object got moved in the editor
- m_State = PullStateFromVirtualCamera(worldUp, ref m_Lens);
- m_Rigs[(int)RigID.Top].m_Lens.SnapshotCameraReadOnlyProperties(ref m_Lens);
- m_Rigs[(int)RigID.Bottom].m_Lens.SnapshotCameraReadOnlyProperties(ref m_Lens);
- // Update our axes
- bool activeCam = PreviousStateIsValid || CinemachineCore.Instance.IsLive(this);
- if (!activeCam || deltaTime < 0)
- m_VerticalAxis.m_Recentering.DoRecentering(ref m_VerticalAxis, -1, 0.5f);
- else
- {
- if (m_VerticalAxis.Update(deltaTime))
- m_VerticalAxis.m_Recentering.CancelRecentering();
- m_RadialAxis.Update(deltaTime);
- m_VerticalAxis.m_Recentering.DoRecentering(ref m_VerticalAxis, deltaTime, 0.5f);
- }
- // Blend the components
- if (mBlender == null)
- mBlender = new ComponentBlender(this);
- mBlender.Blend(GetVerticalAxisValue());
- // Blend the lens
- if (m_Rigs[mBlender.OtherRig].m_CustomLens)
- m_State.Lens = LensSettings.Lerp(
- m_State.Lens, m_Rigs[mBlender.OtherRig].m_Lens, mBlender.BlendAmount);
- // Do our stuff
- SetReferenceLookAtTargetInState(ref m_State);
- InvokeComponentPipeline(ref m_State, worldUp, deltaTime);
- ApplyPositionBlendMethod(ref m_State, m_Transitions.m_BlendHint);
- // Restore the components
- mBlender.Restore();
- // Push the raw position back to the game object's transform, so it
- // moves along with the camera.
- if (!UserIsDragging)
- {
- if (Follow != null)
- transform.position = State.RawPosition;
- if (LookAt != null)
- transform.rotation = State.RawOrientation;
- }
- // Signal that it's all done
- InvokePostPipelineStageCallback(this, CinemachineCore.Stage.Finalize, ref m_State, deltaTime);
- PreviousStateIsValid = true;
- }
- ComponentBlender mBlender;
- protected override void OnComponentCacheUpdated()
- {
- var transposer = Transposer;
- if (transposer != null)
- {
- transposer.HideOffsetInInspector = true;
- transposer.m_FollowOffset = new Vector3(
- 0, m_Orbits[1].m_Height, -m_Orbits[1].m_Radius);
- }
- }
- private float GetVerticalAxisValue()
- {
- float range = m_VerticalAxis.m_MaxValue - m_VerticalAxis.m_MinValue;
- return (range > UnityVectorExtensions.Epsilon) ? m_VerticalAxis.Value / range : 0.5f;
- }
- /// <summary>
- /// Returns the local position of the camera along the spline used to connect the
- /// three camera rigs. Does not take into account the current heading of the
- /// camera (or its target)
- /// </summary>
- /// <param name="t">The t-value for the camera on its spline. Internally clamped to
- /// the value [0,1]</param>
- /// <returns>The local offset (back + up) of the camera WRT its target based on the
- /// supplied t-value</returns>
- public Vector3 GetLocalPositionForCameraFromInput(float t)
- {
- UpdateCachedSpline();
- int n = 1;
- if (t > 0.5f)
- {
- t -= 0.5f;
- n = 2;
- }
- Vector3 pos = SplineHelpers.Bezier3(
- t * 2f, m_CachedKnots[n], m_CachedCtrl1[n], m_CachedCtrl2[n], m_CachedKnots[n+1]);
- pos *= Mathf.Max(0, m_RadialAxis.Value);
- return pos;
- }
- Vector2[] m_CachedOrbits;
- float m_CachedTension;
- Vector4[] m_CachedKnots;
- Vector4[] m_CachedCtrl1;
- Vector4[] m_CachedCtrl2;
- void UpdateCachedSpline()
- {
- bool cacheIsValid = (m_CachedOrbits != null && m_CachedTension == m_SplineCurvature);
- for (int i = 0; i < 3 && cacheIsValid; ++i)
- cacheIsValid = (m_CachedOrbits[i].y == m_Orbits[i].m_Height
- && m_CachedOrbits[i].x == m_Orbits[i].m_Radius);
- if (!cacheIsValid)
- {
- float t = m_SplineCurvature;
- m_CachedKnots = new Vector4[5];
- m_CachedCtrl1 = new Vector4[5];
- m_CachedCtrl2 = new Vector4[5];
- m_CachedKnots[1] = new Vector4(0, m_Orbits[2].m_Height, -m_Orbits[2].m_Radius, 0);
- m_CachedKnots[2] = new Vector4(0, m_Orbits[1].m_Height, -m_Orbits[1].m_Radius, 0);
- m_CachedKnots[3] = new Vector4(0, m_Orbits[0].m_Height, -m_Orbits[0].m_Radius, 0);
- m_CachedKnots[0] = Vector4.Lerp(m_CachedKnots[0], Vector4.zero, t);
- m_CachedKnots[4] = Vector4.Lerp(m_CachedKnots[3], Vector4.zero, t);
- SplineHelpers.ComputeSmoothControlPoints(
- ref m_CachedKnots, ref m_CachedCtrl1, ref m_CachedCtrl2);
- m_CachedOrbits = new Vector2[3];
- for (int i = 0; i < 3; ++i)
- m_CachedOrbits[i] = new Vector2(m_Orbits[i].m_Radius, m_Orbits[i].m_Height);
- m_CachedTension = m_SplineCurvature;
- }
- }
- // Crazy damn thing for blending components at the source level
- internal class ComponentBlender
- {
- Rig.TransposerSettings orbitalSaved = new Rig.TransposerSettings();
- Rig.ComposerSettings composerSaved = new Rig.ComposerSettings();
- Rig.PerlinNoiseSettings noiseSaved = new Rig.PerlinNoiseSettings();
- public int OtherRig { get; set; }
- public float BlendAmount { get; set; }
- CinemachineNewFreeLook mFreeLook;
- public ComponentBlender(CinemachineNewFreeLook freeLook) { mFreeLook = freeLook; }
- public void Blend(float y)
- {
- if (y < 0.5f)
- {
- BlendAmount = 1 - (y * 2);
- OtherRig = (int)RigID.Bottom;
- }
- else
- {
- BlendAmount = (y - 0.5f) * 2f;
- OtherRig = (int)RigID.Top;
- }
- var orbital = mFreeLook.Transposer;
- if (orbital != null && mFreeLook.m_Rigs[OtherRig].m_CustomBody)
- {
- orbitalSaved.PullFrom(orbital);
- mFreeLook.m_Rigs[OtherRig].m_Body.Lerp(orbital, BlendAmount);
- }
- if (orbital != null)
- orbital.m_FollowOffset = mFreeLook.GetLocalPositionForCameraFromInput(y);
- var components = mFreeLook.ComponentCache;
- var composer = components[(int)CinemachineCore.Stage.Aim] as CinemachineComposer;
- if (composer != null && mFreeLook.m_Rigs[OtherRig].m_CustomAim)
- {
- composerSaved.PullFrom(composer);
- mFreeLook.m_Rigs[OtherRig].m_Aim.Lerp(composer, BlendAmount);
- }
- var noise = components[(int)CinemachineCore.Stage.Noise] as CinemachineBasicMultiChannelPerlin;
- if (noise != null && mFreeLook.m_Rigs[OtherRig].m_CustomNoise)
- {
- noiseSaved.PullFrom(noise);
- mFreeLook.m_Rigs[OtherRig].m_Noise.Lerp(noise, BlendAmount);
- }
- }
- public void Restore()
- {
- var orbital = mFreeLook.Transposer;
- if (orbital != null && mFreeLook.m_Rigs[OtherRig].m_CustomBody)
- orbitalSaved.PushTo(orbital);
- if (orbital != null)
- orbital.m_FollowOffset = new Vector3(
- 0, mFreeLook.m_Orbits[1].m_Height, -mFreeLook.m_Orbits[1].m_Radius);
- var components = mFreeLook.ComponentCache;
- var composer = components[(int)CinemachineCore.Stage.Aim] as CinemachineComposer;
- if (composer != null && mFreeLook.m_Rigs[OtherRig].m_CustomAim)
- composerSaved.PushTo(composer);
- var noise = components[(int)CinemachineCore.Stage.Noise] as CinemachineBasicMultiChannelPerlin;
- if (noise != null && mFreeLook.m_Rigs[OtherRig].m_CustomNoise)
- noiseSaved.PushTo(noise);
- }
- }
- }
- }
- #endif
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