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- #if !UNITY_2019_3_OR_NEWER
- #define CINEMACHINE_PHYSICS
- #define CINEMACHINE_PHYSICS_2D
- #endif
- using System.Collections.Generic;
- using UnityEngine;
- using Cinemachine.Utility;
- namespace Cinemachine
- {
- #if CINEMACHINE_PHYSICS
- /// <summary>
- /// Cinemachine ClearShot is a "manager camera" that owns and manages a set of
- /// Virtual Camera gameObject children. When Live, the ClearShot will check the
- /// children, and choose the one with the best quality shot and make it Live.
- ///
- /// This can be a very powerful tool. If the child cameras have CinemachineCollider
- /// extensions, they will analyze the scene for target obstructions, optimal target
- /// distance, and other items, and report their assessment of shot quality back to
- /// the ClearShot parent, who will then choose the best one. You can use this to set
- /// up complex multi-camera coverage of a scene, and be assured that a clear shot of
- /// the target will always be available.
- ///
- /// If multiple child cameras have the same shot quality, the one with the highest
- /// priority will be chosen.
- ///
- /// You can also define custom blends between the ClearShot children.
- /// </summary>
- [DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
- [DisallowMultipleComponent]
- #if UNITY_2018_3_OR_NEWER
- [ExecuteAlways]
- #else
- [ExecuteInEditMode]
- #endif
- [ExcludeFromPreset]
- [AddComponentMenu("Cinemachine/CinemachineClearShot")]
- [HelpURL(Documentation.BaseURL + "manual/CinemachineClearShot.html")]
- public class CinemachineClearShot : CinemachineVirtualCameraBase
- {
- /// <summary>Default object for the camera children to look at (the aim target), if not specified in a child camera. 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 children specify targets of their own.")]
- [NoSaveDuringPlay]
- [VcamTargetProperty]
- public Transform m_LookAt = null;
- /// <summary>Default object for the camera children wants to move with (the body target), if not specified in a child camera. 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 children specify targets of their own.")]
- [NoSaveDuringPlay]
- [VcamTargetProperty]
- public Transform m_Follow = null;
- /// <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")]
- [NoSaveDuringPlay]
- public bool m_ShowDebugText = false;
- /// <summary>Internal API for the editor. Do not use this filed.</summary>
- [SerializeField, HideInInspector, NoSaveDuringPlay]
- internal CinemachineVirtualCameraBase[] m_ChildCameras = null;
- /// <summary>Wait this many seconds before activating a new child camera</summary>
- [Tooltip("Wait this many seconds before activating a new child camera")]
- public float m_ActivateAfter;
- /// <summary>An active camera must be active for at least this many seconds</summary>
- [Tooltip("An active camera must be active for at least this many seconds")]
- public float m_MinDuration;
- /// <summary>If checked, camera choice will be randomized if multiple cameras are equally desirable. Otherwise, child list order will be used</summary>
- [Tooltip("If checked, camera choice will be randomized if multiple cameras are equally desirable. Otherwise, child list order and child camera priority will be used.")]
- public bool m_RandomizeChoice = false;
- /// <summary>The blend which is used if you don't explicitly define a blend between two Virtual Cameras</summary>
- [CinemachineBlendDefinitionProperty]
- [Tooltip("The blend which is used if you don't explicitly define a blend between two Virtual Cameras")]
- public CinemachineBlendDefinition m_DefaultBlend
- = new CinemachineBlendDefinition(CinemachineBlendDefinition.Style.Cut, 0);
- /// <summary>This is the asset which contains custom settings for specific blends</summary>
- [HideInInspector]
- public CinemachineBlenderSettings m_CustomBlends = null;
- /// <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;
- }
- }
- /// <summary>Get the current "best" child virtual camera, that would be chosen
- /// if the ClearShot camera were active.</summary>
- public ICinemachineCamera LiveChild { set; get; }
- /// <summary>The CameraState of the currently live child</summary>
- public override CameraState State { get { return m_State; } }
- /// <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>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>Internal use only. 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 0)</param>
- public override void InternalUpdateCameraState(Vector3 worldUp, float deltaTime)
- {
- // Choose the best camera
- UpdateListOfChildren();
- ICinemachineCamera previousCam = LiveChild;
- LiveChild = ChooseCurrentCamera(worldUp);
- // 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);
- // Are we transitioning cameras?
- if (previousCam != null)
- {
- // Create a blend (will be null if a cut)
- mActiveBlend = CreateBlend(
- previousCam, LiveChild,
- LookupBlend(previousCam, LiveChild), 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();
- 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>
- public void OnTransformChildrenChanged()
- {
- InvalidateListOfChildren();
- UpdateListOfChildren();
- }
- /// 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);
- }
- }
- /// <summary>Is there a blend in progress?</summary>
- public bool IsBlending { get { return mActiveBlend != null; } }
- 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; }
- }
- float mActivationTime = 0;
- float mPendingActivationTime = 0;
- ICinemachineCamera mPendingCamera;
- private CinemachineBlend mActiveBlend = null;
- void InvalidateListOfChildren()
- {
- m_ChildCameras = null;
- m_RandomizedChilden = null;
- LiveChild = null;
- }
- /// <summary>If RandomizeChoice is enabled, call this to re-randomize the children next frame.
- /// This is useful if you want to freshen up the shot.</summary>
- public void ResetRandomization()
- {
- m_RandomizedChilden = null;
- mRandomizeNow = true;
- }
- 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();
- // Zap the cached current instructions
- mActivationTime = mPendingActivationTime = 0;
- mPendingCamera = null;
- LiveChild = null;
- mActiveBlend = null;
- }
- private bool mRandomizeNow = false;
- private CinemachineVirtualCameraBase[] m_RandomizedChilden = null;
- private ICinemachineCamera ChooseCurrentCamera(Vector3 worldUp)
- {
- if (m_ChildCameras == null || m_ChildCameras.Length == 0)
- {
- mActivationTime = 0;
- return null;
- }
- CinemachineVirtualCameraBase[] childCameras = m_ChildCameras;
- if (!m_RandomizeChoice)
- m_RandomizedChilden = null;
- else if (m_ChildCameras.Length > 1)
- {
- if (m_RandomizedChilden == null)
- m_RandomizedChilden = Randomize(m_ChildCameras);
- childCameras = m_RandomizedChilden;
- }
- if (LiveChild != null && !LiveChild.VirtualCameraGameObject.activeSelf)
- LiveChild = null;
- ICinemachineCamera best = LiveChild;
- for (int i = 0; i < childCameras.Length; ++i)
- {
- CinemachineVirtualCameraBase vcam = childCameras[i];
- if (vcam != null && vcam.gameObject.activeInHierarchy)
- {
- // Choose the first in the list that is better than the current
- if (best == null
- || vcam.State.ShotQuality > best.State.ShotQuality
- || (vcam.State.ShotQuality == best.State.ShotQuality && vcam.Priority > best.Priority)
- || (m_RandomizeChoice && mRandomizeNow && (ICinemachineCamera)vcam != LiveChild
- && vcam.State.ShotQuality == best.State.ShotQuality
- && vcam.Priority == best.Priority))
- {
- best = vcam;
- }
- }
- }
- mRandomizeNow = false;
- float now = CinemachineCore.CurrentTime;
- if (mActivationTime != 0)
- {
- // Is it active now?
- if (LiveChild == best)
- {
- // Yes, cancel any pending
- mPendingActivationTime = 0;
- mPendingCamera = null;
- return best;
- }
- // Is it pending?
- if (PreviousStateIsValid)
- {
- if (mPendingActivationTime != 0 && mPendingCamera == best)
- {
- // Has it been pending long enough, and are we allowed to switch away
- // from the active action?
- if ((now - mPendingActivationTime) > m_ActivateAfter
- && (now - mActivationTime) > m_MinDuration)
- {
- // Yes, activate it now
- m_RandomizedChilden = null; // reshuffle the children
- mActivationTime = now;
- mPendingActivationTime = 0;
- mPendingCamera = null;
- return best;
- }
- return LiveChild;
- }
- }
- }
- // Neither active nor pending.
- mPendingActivationTime = 0; // cancel the pending, if any
- mPendingCamera = null;
- // Can we activate it now?
- if (PreviousStateIsValid && mActivationTime > 0)
- {
- if (m_ActivateAfter > 0
- || (now - mActivationTime) < m_MinDuration)
- {
- // Too early - make it pending
- mPendingCamera = best;
- mPendingActivationTime = now;
- return LiveChild;
- }
- }
- // Activate now
- m_RandomizedChilden = null; // reshuffle the children
- mActivationTime = now;
- return best;
- }
- struct Pair { public int a; public float b; }
- CinemachineVirtualCameraBase[] Randomize(CinemachineVirtualCameraBase[] src)
- {
- List<Pair> pairs = new List<Pair>();
- for (int i = 0; i < src.Length; ++i)
- {
- Pair p = new Pair(); p.a = i; p.b = Random.Range(0, 1000f);
- pairs.Add(p);
- }
- pairs.Sort((p1, p2) => (int)p1.b - (int)p2.b);
- CinemachineVirtualCameraBase[] dst = new CinemachineVirtualCameraBase[src.Length];
- Pair[] result = pairs.ToArray();
- for (int i = 0; i < src.Length; ++i)
- dst[i] = src[result[i].a];
- return dst;
- }
- private CinemachineBlendDefinition LookupBlend(
- ICinemachineCamera fromKey, ICinemachineCamera toKey)
- {
- // Get the blend curve that's most appropriate for these cameras
- CinemachineBlendDefinition blend = m_DefaultBlend;
- if (m_CustomBlends != null)
- {
- string fromCameraName = (fromKey != null) ? fromKey.Name : string.Empty;
- string toCameraName = (toKey != null) ? toKey.Name : string.Empty;
- blend = m_CustomBlends.GetBlendForVirtualCameras(
- fromCameraName, toCameraName, blend);
- }
- if (CinemachineCore.GetBlendOverride != null)
- blend = CinemachineCore.GetBlendOverride(fromKey, toKey, blend, this);
- return blend;
- }
- /// <summary>Notification that this virtual camera is going live.
- /// This implementation resets the child randomization.</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);
- TransitioningFrom = fromCam;
- if (m_RandomizeChoice && mActiveBlend == null)
- {
- m_RandomizedChilden = null;
- LiveChild = null;
- }
- InternalUpdateCameraState(worldUp, deltaTime);
- }
- ICinemachineCamera TransitioningFrom { get; set; }
- }
- #endif
- }
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