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- using Cinemachine.Utility;
- using System;
- using System.Collections.Generic;
- using UnityEngine;
- namespace Cinemachine
- {
- /// <summary>
- /// This is a virtual camera "manager" that owns and manages a collection
- /// of child Virtual Cameras. When the camera goes live, these child vcams
- /// are enabled, one after another, holding each camera for a designated time.
- /// Blends between cameras are specified.
- /// The last camera is held indefinitely.
- /// </summary>
- [DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
- [DisallowMultipleComponent]
- #if UNITY_2018_3_OR_NEWER
- [ExecuteAlways]
- #else
- [ExecuteInEditMode]
- #endif
- [ExcludeFromPreset]
- [AddComponentMenu("Cinemachine/CinemachineBlendListCamera")]
- [HelpURL(Documentation.BaseURL + "manual/CinemachineBlendListCamera.html")]
- public class CinemachineBlendListCamera : CinemachineVirtualCameraBase
- {
- /// <summary>Default object for the camera children to look at (the aim target),
- /// if not specified in a child rig. May be empty</summary>
- [Tooltip("Default object for the camera children to look at (the aim target), if not "
- + "specified in a child camera. May be empty if all of the children define targets of their own.")]
- [NoSaveDuringPlay]
- [VcamTargetProperty]
- public Transform m_LookAt;
- /// <summary>Default object for the camera children wants to move with (the body target),
- /// if not specified in a child rig. May be empty</summary>
- [Tooltip("Default object for the camera children wants to move with (the body target), "
- + "if not specified in a child camera. May be empty if all of the children define targets of their own.")]
- [NoSaveDuringPlay]
- [VcamTargetProperty]
- public Transform m_Follow;
- /// <summary>When enabled, the current camera and blend will be indicated in the game window, for debugging</summary>
- [Tooltip("When enabled, the current child camera and blend will be indicated in the game window, for debugging")]
- public bool m_ShowDebugText;
- /// <summary>When enabled, the child vcams will cycle indefinitely instead of just stopping at the last one</summary>
- [Tooltip("When enabled, the child vcams will cycle indefinitely instead of just stopping at the last one")]
- public bool m_Loop;
- /// <summary>Internal API for the editor. Do not use this field</summary>
- [SerializeField][HideInInspector][NoSaveDuringPlay]
- internal CinemachineVirtualCameraBase[] m_ChildCameras;
- /// <summary>This represents a single entry in the instrunction list of the BlendListCamera.</summary>
- [Serializable]
- public struct Instruction
- {
- /// <summary>The virtual camera to activate when this instruction becomes active</summary>
- [Tooltip("The virtual camera to activate when this instruction becomes active")]
- public CinemachineVirtualCameraBase m_VirtualCamera;
- /// <summary>How long to wait (in seconds) before activating the next virtual camera in the list (if any)</summary>
- [Tooltip("How long to wait (in seconds) before activating the next virtual camera in the list (if any)")]
- public float m_Hold;
- /// <summary>How to blend to the next virtual camera in the list (if any)</summary>
- [CinemachineBlendDefinitionProperty]
- [Tooltip("How to blend to the next virtual camera in the list (if any)")]
- public CinemachineBlendDefinition m_Blend;
- };
- /// <summary>The set of instructions associating virtual cameras with states.
- /// The set of instructions for enabling child cameras</summary>
- [Tooltip("The set of instructions for enabling child cameras.")]
- public Instruction[] m_Instructions;
- /// <summary>Gets a brief debug description of this virtual camera, for use when displayiong debug info</summary>
- public override string Description
- {
- get
- {
- // Show the active camera and blend
- if (mActiveBlend != null)
- return mActiveBlend.Description;
- ICinemachineCamera vcam = LiveChild;
- if (vcam == null)
- return "(none)";
- var sb = CinemachineDebug.SBFromPool();
- sb.Append("["); sb.Append(vcam.Name); sb.Append("]");
- string text = sb.ToString();
- CinemachineDebug.ReturnToPool(sb);
- return text;
- }
- }
- void Reset()
- {
- m_LookAt = null;
- m_Follow = null;
- m_ShowDebugText = false;
- m_Loop = false;
- m_Instructions = null;
- m_ChildCameras = null;
- }
-
- /// <summary>Get the current "best" child virtual camera, that would be chosen
- /// if the State Driven Camera were active.</summary>
- public ICinemachineCamera LiveChild { set; get; }
- /// <summary>Check whether the vcam a live child of this camera.</summary>
- /// <param name="vcam">The Virtual Camera to check</param>
- /// <param name="dominantChildOnly">If truw, will only return true if this vcam is the dominat live child</param>
- /// <returns>True if the vcam is currently actively influencing the state of this vcam</returns>
- public override bool IsLiveChild(ICinemachineCamera vcam, bool dominantChildOnly = false)
- {
- return vcam == LiveChild || (mActiveBlend != null && mActiveBlend.Uses(vcam));
- }
- /// <summary>The State of the current live child</summary>
- public override CameraState State { get { return m_State; } }
- /// <summary>Get the current LookAt target. Returns parent's LookAt if parent
- /// is non-null and no specific LookAt defined for this camera</summary>
- override public Transform LookAt
- {
- get { return ResolveLookAt(m_LookAt); }
- set { m_LookAt = value; }
- }
- /// <summary>Get the current Follow target. Returns parent's Follow if parent
- /// is non-null and no specific Follow defined for this camera</summary>
- override public Transform Follow
- {
- get { return ResolveFollow(m_Follow); }
- set { m_Follow = value; }
- }
- /// <summary>This is called to notify the vcam that a target got warped,
- /// so that the vcam can update its internal state to make the camera
- /// also warp seamlessy.</summary>
- /// <param name="target">The object that was warped</param>
- /// <param name="positionDelta">The amount the target's position changed</param>
- public override void OnTargetObjectWarped(Transform target, Vector3 positionDelta)
- {
- UpdateListOfChildren();
- foreach (var vcam in m_ChildCameras)
- vcam.OnTargetObjectWarped(target, positionDelta);
- base.OnTargetObjectWarped(target, positionDelta);
- }
- /// <summary>
- /// Force the virtual camera to assume a given position and orientation
- /// </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)
- {
- UpdateListOfChildren();
- foreach (var vcam in m_ChildCameras)
- vcam.ForceCameraPosition(pos, rot);
- base.ForceCameraPosition(pos, rot);
- }
- /// <summary>Notification that this virtual camera is going live.</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);
- mActivationTime = CinemachineCore.CurrentTime;
- mCurrentInstruction = 0;
- LiveChild = null;
- mActiveBlend = null;
- TransitioningFrom = fromCam;
- InternalUpdateCameraState(worldUp, deltaTime);
- }
- ICinemachineCamera TransitioningFrom { get; set; }
- /// <summary>Called by CinemachineCore at designated update time
- /// so the vcam can position itself and track its targets. This implementation
- /// updates all the children, chooses the best one, and implements any required blending.</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 or equal to 0)</param>
- public override void InternalUpdateCameraState(Vector3 worldUp, float deltaTime)
- {
- if (!PreviousStateIsValid)
- {
- mCurrentInstruction = -1;
- mActiveBlend = null;
- }
- UpdateListOfChildren();
- AdvanceCurrentInstruction(deltaTime);
- CinemachineVirtualCameraBase best = null;
- if (mCurrentInstruction >= 0 && mCurrentInstruction < m_Instructions.Length)
- best = m_Instructions[mCurrentInstruction].m_VirtualCamera;
- if (best != null)
- {
- if (!best.gameObject.activeInHierarchy)
- {
- best.gameObject.SetActive(true);
- best.UpdateCameraState(worldUp, deltaTime);
- }
- ICinemachineCamera previousCam = LiveChild;
- LiveChild = best;
- // Are we transitioning cameras?
- if (previousCam != LiveChild && LiveChild != null)
- {
- // Notify incoming camera of transition
- LiveChild.OnTransitionFromCamera(previousCam, worldUp, deltaTime);
- // Generate Camera Activation event in the brain if live
- CinemachineCore.Instance.GenerateCameraActivationEvent(LiveChild, previousCam);
- if (previousCam != null)
- {
- // Create a blend (will be null if a cut)
- mActiveBlend = CreateBlend(
- previousCam, LiveChild,
- m_Instructions[mCurrentInstruction].m_Blend,
- mActiveBlend);
- // If cutting, generate a camera cut event if live
- if (mActiveBlend == null || !mActiveBlend.Uses(previousCam))
- CinemachineCore.Instance.GenerateCameraCutEvent(LiveChild);
- }
- }
- }
- // Advance the current blend (if any)
- if (mActiveBlend != null)
- {
- mActiveBlend.TimeInBlend += (deltaTime >= 0) ? deltaTime : mActiveBlend.Duration;
- if (mActiveBlend.IsComplete)
- mActiveBlend = null;
- }
- if (mActiveBlend != null)
- {
- mActiveBlend.UpdateCameraState(worldUp, deltaTime);
- m_State = mActiveBlend.State;
- }
- else if (LiveChild != null)
- {
- if (TransitioningFrom != null)
- LiveChild.OnTransitionFromCamera(TransitioningFrom, worldUp, deltaTime);
- m_State = LiveChild.State;
- }
- TransitioningFrom = null;
- InvokePostPipelineStageCallback(
- this, CinemachineCore.Stage.Finalize, ref m_State, deltaTime);
- PreviousStateIsValid = true;
- }
- /// <summary>Makes sure the internal child cache is up to date</summary>
- protected override void OnEnable()
- {
- base.OnEnable();
- InvalidateListOfChildren();
- LiveChild = null;
- mActiveBlend = null;
- CinemachineDebug.OnGUIHandlers -= OnGuiHandler;
- CinemachineDebug.OnGUIHandlers += OnGuiHandler;
- }
- /// <summary>
- /// Uninstall the GUI handler
- /// </summary>
- protected override void OnDisable()
- {
- base.OnDisable();
- CinemachineDebug.OnGUIHandlers -= OnGuiHandler;
- }
- /// <summary>Makes sure the internal child cache is up to date</summary>
- void OnTransformChildrenChanged()
- {
- InvalidateListOfChildren();
- }
- /// Will only be called if Unity Editor - never in build
- private void OnGuiHandler()
- {
- if (!m_ShowDebugText)
- CinemachineDebug.ReleaseScreenPos(this);
- else
- {
- var sb = CinemachineDebug.SBFromPool();
- sb.Append(Name); sb.Append(": "); sb.Append(Description);
- string text = sb.ToString();
- Rect r = CinemachineDebug.GetScreenPos(this, text, GUI.skin.box);
- GUI.Label(r, text, GUI.skin.box);
- CinemachineDebug.ReturnToPool(sb);
- }
- }
- CameraState m_State = CameraState.Default;
- /// <summary>The list of child cameras. These are just the immediate children in the hierarchy.</summary>
- public CinemachineVirtualCameraBase[] ChildCameras { get { UpdateListOfChildren(); return m_ChildCameras; }}
- /// <summary>Is there a blend in progress?</summary>
- public bool IsBlending { get { return mActiveBlend != null; } }
- /// <summary>The time at which the current instruction went live</summary>
- float mActivationTime = -1;
- int mCurrentInstruction = 0;
- private CinemachineBlend mActiveBlend = null;
- void InvalidateListOfChildren() { m_ChildCameras = null; LiveChild = null; }
- void UpdateListOfChildren()
- {
- if (m_ChildCameras != null)
- return;
- List<CinemachineVirtualCameraBase> list = new List<CinemachineVirtualCameraBase>();
- CinemachineVirtualCameraBase[] kids = GetComponentsInChildren<CinemachineVirtualCameraBase>(true);
- foreach (CinemachineVirtualCameraBase k in kids)
- if (k.transform.parent == transform)
- list.Add(k);
- m_ChildCameras = list.ToArray();
- ValidateInstructions();
- }
- /// <summary>Internal API for the inspector editor.</summary>
- /// // GML todo: make this private, part of UpdateListOfChildren()
- internal void ValidateInstructions()
- {
- if (m_Instructions == null)
- m_Instructions = new Instruction[0];
- for (int i = 0; i < m_Instructions.Length; ++i)
- {
- if (m_Instructions[i].m_VirtualCamera != null
- && m_Instructions[i].m_VirtualCamera.transform.parent != transform)
- {
- m_Instructions[i].m_VirtualCamera = null;
- }
- }
- mActiveBlend = null;
- }
- private void AdvanceCurrentInstruction(float deltaTime)
- {
- if (m_ChildCameras == null || m_ChildCameras.Length == 0
- || mActivationTime < 0 || m_Instructions.Length == 0)
- {
- mActivationTime = -1;
- mCurrentInstruction = -1;
- mActiveBlend = null;
- return;
- }
- float now = CinemachineCore.CurrentTime;
- if (mCurrentInstruction < 0 || deltaTime < 0)
- {
- mActivationTime = now;
- mCurrentInstruction = 0;
- }
- if (mCurrentInstruction > m_Instructions.Length - 1)
- {
- mActivationTime = now;
- mCurrentInstruction = m_Instructions.Length - 1;
- }
- var holdTime = m_Instructions[mCurrentInstruction].m_Hold
- + m_Instructions[mCurrentInstruction].m_Blend.BlendTime;
- var minHold = mCurrentInstruction < m_Instructions.Length - 1 || m_Loop
- ? 0 : float.MaxValue;
- if (now - mActivationTime > Mathf.Max(minHold, holdTime))
- {
- mActivationTime = now;
- ++mCurrentInstruction;
- if (m_Loop && mCurrentInstruction == m_Instructions.Length)
- mCurrentInstruction = 0;
- }
- }
- }
- }
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