CinemachineComposerEditor.cs 5.1 KB

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  1. using UnityEngine;
  2. using UnityEditor;
  3. using Cinemachine.Utility;
  4. namespace Cinemachine.Editor
  5. {
  6. [CustomEditor(typeof(CinemachineComposer))]
  7. internal class CinemachineComposerEditor : BaseEditor<CinemachineComposer>
  8. {
  9. CinemachineScreenComposerGuides mScreenGuideEditor;
  10. GameViewEventCatcher mGameViewEventCatcher;
  11. protected virtual void OnEnable()
  12. {
  13. mScreenGuideEditor = new CinemachineScreenComposerGuides();
  14. mScreenGuideEditor.GetHardGuide = () => { return Target.HardGuideRect; };
  15. mScreenGuideEditor.GetSoftGuide = () => { return Target.SoftGuideRect; };
  16. mScreenGuideEditor.SetHardGuide = (Rect r) => { Target.HardGuideRect = r; };
  17. mScreenGuideEditor.SetSoftGuide = (Rect r) => { Target.SoftGuideRect = r; };
  18. mScreenGuideEditor.Target = () => { return serializedObject; };
  19. mGameViewEventCatcher = new GameViewEventCatcher();
  20. mGameViewEventCatcher.OnEnable();
  21. CinemachineDebug.OnGUIHandlers -= OnGUI;
  22. CinemachineDebug.OnGUIHandlers += OnGUI;
  23. if (CinemachineSettings.CinemachineCoreSettings.ShowInGameGuides)
  24. InspectorUtility.RepaintGameView();
  25. }
  26. protected virtual void OnDisable()
  27. {
  28. mGameViewEventCatcher.OnDisable();
  29. CinemachineDebug.OnGUIHandlers -= OnGUI;
  30. if (CinemachineSettings.CinemachineCoreSettings.ShowInGameGuides)
  31. InspectorUtility.RepaintGameView();
  32. }
  33. public override void OnInspectorGUI()
  34. {
  35. BeginInspector();
  36. if (Target.LookAtTarget == null)
  37. EditorGUILayout.HelpBox(
  38. "A LookAt target is required. Change Aim to Do Nothing if you don't want a LookAt target.",
  39. MessageType.Warning);
  40. // First snapshot some settings
  41. Rect oldHard = Target.HardGuideRect;
  42. Rect oldSoft = Target.SoftGuideRect;
  43. // Draw the properties
  44. DrawRemainingPropertiesInInspector();
  45. mScreenGuideEditor.SetNewBounds(oldHard, oldSoft, Target.HardGuideRect, Target.SoftGuideRect);
  46. }
  47. protected virtual void OnGUI()
  48. {
  49. if (Target == null)
  50. return;
  51. // Draw the camera guides
  52. if (!Target.IsValid || !CinemachineSettings.CinemachineCoreSettings.ShowInGameGuides)
  53. return;
  54. var vcam = Target.VirtualCamera;
  55. CinemachineBrain brain = CinemachineCore.Instance.FindPotentialTargetBrain(vcam);
  56. if (brain == null || (brain.OutputCamera.activeTexture != null && CinemachineCore.Instance.BrainCount > 1))
  57. return;
  58. // Screen guides
  59. bool isLive = brain.IsLive(vcam, true);
  60. mScreenGuideEditor.OnGUI_DrawGuides(isLive, brain.OutputCamera, Target.VcamState.Lens, true);
  61. // Draw an on-screen gizmo for the target
  62. if (Target.LookAtTarget != null && isLive)
  63. {
  64. Vector3 targetScreenPosition = brain.OutputCamera.WorldToScreenPoint(Target.TrackedPoint);
  65. if (targetScreenPosition.z > 0)
  66. {
  67. targetScreenPosition.y = Screen.height - targetScreenPosition.y;
  68. GUI.color = CinemachineSettings.ComposerSettings.TargetColour;
  69. Rect r = new Rect(targetScreenPosition, Vector2.zero);
  70. float size = (CinemachineSettings.ComposerSettings.TargetSize
  71. + CinemachineScreenComposerGuides.kGuideBarWidthPx) / 2;
  72. GUI.DrawTexture(r.Inflated(new Vector2(size, size)), Texture2D.whiteTexture);
  73. size -= CinemachineScreenComposerGuides.kGuideBarWidthPx;
  74. if (size > 0)
  75. {
  76. Vector4 overlayOpacityScalar
  77. = new Vector4(1f, 1f, 1f, CinemachineSettings.ComposerSettings.OverlayOpacity);
  78. GUI.color = Color.black * overlayOpacityScalar;
  79. GUI.DrawTexture(r.Inflated(new Vector2(size, size)), Texture2D.whiteTexture);
  80. }
  81. }
  82. }
  83. }
  84. #if false
  85. // debugging only
  86. [DrawGizmo(GizmoType.Active | GizmoType.Selected, typeof(CinemachineComposer))]
  87. static void DrawTransposerGizmos(CinemachineComposer target, GizmoType selectionType)
  88. {
  89. // Draw lookahead path
  90. if (target.m_LookaheadTime > 0)
  91. {
  92. Color originalGizmoColour = Gizmos.color;
  93. Gizmos.color = CinemachineSettings.ComposerSettings.TargetColour;
  94. var p0 = target.m_Predictor.PredictPosition(0);
  95. int numSteps = 20;
  96. for (int i = 1; i <= numSteps; ++i)
  97. {
  98. var p1 = target.m_Predictor.PredictPosition(i * target.m_LookaheadTime / numSteps);
  99. Gizmos.DrawLine(p0, p1);
  100. p0 = p1;
  101. }
  102. Gizmos.color = originalGizmoColour;
  103. }
  104. }
  105. #endif
  106. }
  107. }