using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
namespace Unity.Cinemachine
{
///
/// 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 shot evaluator
/// 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.
///
[DisallowMultipleComponent]
[ExecuteAlways]
[ExcludeFromPreset]
[AddComponentMenu("Cinemachine/Cinemachine ClearShot")]
[HelpURL(Documentation.BaseURL + "manual/CinemachineClearShot.html")]
public class CinemachineClearShot : CinemachineCameraManagerBase
{
/// Wait this many seconds before activating a new child camera
[Tooltip("Wait this many seconds before activating a new child camera")]
[FormerlySerializedAs("m_ActivateAfter")]
public float ActivateAfter;
/// An active camera must be active for at least this many seconds
[Tooltip("An active camera must be active for at least this many seconds")]
[FormerlySerializedAs("m_MinDuration")]
public float MinDuration;
/// If checked, camera choice will be randomized if multiple cameras are equally desirable.
/// Otherwise, child list order will be used
[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.")]
[FormerlySerializedAs("m_RandomizeChoice")]
public bool RandomizeChoice = false;
[SerializeField, HideInInspector, FormerlySerializedAs("m_LookAt")] Transform m_LegacyLookAt;
[SerializeField, HideInInspector, FormerlySerializedAs("m_Follow")] Transform m_LegacyFollow;
float m_ActivationTime = 0;
float m_PendingActivationTime = 0;
CinemachineVirtualCameraBase m_PendingCamera;
bool m_RandomizeNow = false;
List m_RandomizedChildren = null;
///
protected override void Reset()
{
base.Reset();
ActivateAfter = 0;
MinDuration = 0;
RandomizeChoice = false;
DefaultBlend = new (CinemachineBlendDefinition.Styles.EaseInOut, 0.5f);
CustomBlends = null;
}
protected internal override void PerformLegacyUpgrade(int streamedVersion)
{
base.PerformLegacyUpgrade(streamedVersion);
if (streamedVersion < 20220721)
{
if (m_LegacyLookAt != null || m_LegacyFollow != null)
{
DefaultTarget = new DefaultTargetSettings
{
Enabled = true,
Target = new CameraTarget
{
LookAtTarget = m_LegacyLookAt,
TrackingTarget = m_LegacyFollow,
CustomLookAtTarget = m_LegacyLookAt != m_LegacyFollow
}
};
m_LegacyLookAt = m_LegacyFollow = null;
}
}
}
///
public override void OnTransitionFromCamera(
ICinemachineCamera fromCam, Vector3 worldUp, float deltaTime)
{
if (RandomizeChoice && !IsBlending)
m_RandomizedChildren = null;
base.OnTransitionFromCamera(fromCam, worldUp, deltaTime);
}
/// If RandomizeChoice is enabled, call this to re-randomize the children next frame.
/// This is useful if you want to freshen up the shot.
public void ResetRandomization()
{
m_RandomizedChildren = null;
m_RandomizeNow = true;
}
///
protected override CinemachineVirtualCameraBase ChooseCurrentCamera(Vector3 worldUp, float deltaTime)
{
if (!PreviousStateIsValid)
{
m_ActivationTime = 0;
m_PendingActivationTime = 0;
m_PendingCamera = null;
m_RandomizedChildren = null;
}
var liveChild = LiveChild as CinemachineVirtualCameraBase;
if (ChildCameras == null || ChildCameras.Count == 0)
{
m_ActivationTime = 0;
return null;
}
var allCameras = ChildCameras;
if (!RandomizeChoice)
m_RandomizedChildren = null;
else if (allCameras.Count> 1)
{
m_RandomizedChildren ??= Randomize(allCameras);
allCameras = m_RandomizedChildren;
}
if (liveChild != null && (!liveChild.IsValid || !liveChild.gameObject.activeSelf))
liveChild = null;
var best = liveChild;
for (var i = 0; i < allCameras.Count; ++i)
{
var vcam = allCameras[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.Value > best.Priority.Value)
|| (RandomizeChoice && m_RandomizeNow && vcam != liveChild
&& vcam.State.ShotQuality == best.State.ShotQuality
&& vcam.Priority.Value == best.Priority.Value))
{
best = vcam;
}
}
}
m_RandomizeNow = false;
float now = CinemachineCore.CurrentTime;
if (m_ActivationTime != 0)
{
// Is it active now?
if (liveChild == best)
{
// Yes, cancel any pending
m_PendingActivationTime = 0;
m_PendingCamera = null;
return best;
}
// Is it pending?
if (PreviousStateIsValid)
{
if (m_PendingActivationTime != 0 && m_PendingCamera == best)
{
// Has it been pending long enough, and are we allowed to switch away
// from the active action?
if ((now - m_PendingActivationTime) > ActivateAfter
&& (now - m_ActivationTime) > MinDuration)
{
// Yes, activate it now
m_RandomizedChildren = null; // reshuffle the children
m_ActivationTime = now;
m_PendingActivationTime = 0;
m_PendingCamera = null;
return best;
}
return liveChild;
}
}
}
// Neither active nor pending.
m_PendingActivationTime = 0; // cancel the pending, if any
m_PendingCamera = null;
// Can we activate it now?
if (PreviousStateIsValid && m_ActivationTime > 0)
{
if (ActivateAfter > 0
|| (now - m_ActivationTime) < MinDuration)
{
// Too early - make it pending
m_PendingCamera = best;
m_PendingActivationTime = now;
return liveChild;
}
}
// Activate now
m_RandomizedChildren = null; // reshuffle the children
m_ActivationTime = now;
return best;
}
struct Pair { public int a; public float b; }
static List Randomize(List src)
{
var pairs = new List();
for (var i = 0; i < src.Count; ++i)
{
var p = new Pair { a = i, b = Random.Range(0, 1000f) };
pairs.Add(p);
}
pairs.Sort((p1, p2) => (int)p1.b - (int)p2.b);
var dst = new List(src.Count);
for (var i = 0; i < src.Count; ++i)
dst.Add(src[pairs[i].a]);
return dst;
}
}
}