using UnityEngine;
using UnityEngine.Serialization;
namespace Unity.Cinemachine
{
///
/// An add-on module for Cm Camera that adds a final offset to the camera
///
[AddComponentMenu("Cinemachine/Procedural/Extensions/Cinemachine Camera Offset")]
[ExecuteAlways]
[SaveDuringPlay]
[HelpURL(Documentation.BaseURL + "manual/CinemachineCameraOffset.html")]
public class CinemachineCameraOffset : CinemachineExtension
{
///
/// Offset the camera's position by this much (camera space)
///
[Tooltip("Offset the camera's position by this much (camera space)")]
[FormerlySerializedAs("m_Offset")]
public Vector3 Offset = Vector3.zero;
///
/// When to apply the offset
///
[Tooltip("When to apply the offset")]
[FormerlySerializedAs("m_ApplyAfter")]
public CinemachineCore.Stage ApplyAfter = CinemachineCore.Stage.Aim;
///
/// If applying offset after aim, re-adjust the aim to preserve the screen position
/// of the LookAt target as much as possible
///
[Tooltip("If applying offset after aim, re-adjust the aim to preserve the screen position"
+ " of the LookAt target as much as possible")]
[FormerlySerializedAs("m_PreserveComposition")]
public bool PreserveComposition;
private void Reset()
{
Offset = Vector3.zero;
ApplyAfter = CinemachineCore.Stage.Aim;
PreserveComposition = false;
}
///
/// Applies the specified offset to the camera state
///
/// The virtual camera being processed
/// The current pipeline stage
/// The current virtual camera state
/// The current applicable deltaTime
protected override void PostPipelineStageCallback(
CinemachineVirtualCameraBase vcam,
CinemachineCore.Stage stage, ref CameraState state, float deltaTime)
{
if (stage == ApplyAfter)
{
bool preserveAim = PreserveComposition
&& state.HasLookAt() && stage > CinemachineCore.Stage.Body;
Vector3 screenOffset = Vector2.zero;
if (preserveAim)
{
screenOffset = state.RawOrientation.GetCameraRotationToTarget(
state.ReferenceLookAt - state.GetCorrectedPosition(), state.ReferenceUp);
}
Vector3 offset = state.RawOrientation * Offset;
state.PositionCorrection += offset;
if (!preserveAim)
state.ReferenceLookAt += offset;
else
{
var q = Quaternion.LookRotation(
state.ReferenceLookAt - state.GetCorrectedPosition(), state.ReferenceUp);
q = q.ApplyCameraRotation(-screenOffset, state.ReferenceUp);
state.RawOrientation = q;
}
}
}
}
}