#if CINEMACHINE_PHYSICS using UnityEngine; namespace Unity.Cinemachine { /// /// An add-on module for CinemachineCamera that forces the LookAt /// point to the center of the screen, based on the Follow target's orientation, /// cancelling noise and other corrections. /// This is useful for third-person style aim cameras that want a dead-accurate /// aim at all times, even in the presence of positional or rotational noise. /// [AddComponentMenu("Cinemachine/Procedural/Rotation Control/Cinemachine Third Person Aim")] [ExecuteAlways] [SaveDuringPlay] [DisallowMultipleComponent] [HelpURL(Documentation.BaseURL + "manual/CinemachineThirdPersonAim.html")] public class CinemachineThirdPersonAim : CinemachineExtension { /// Objects on these layers will be detected. [Header("Aim Target Detection")] [Tooltip("Objects on these layers will be detected")] public LayerMask AimCollisionFilter; /// Objects with this tag will be ignored. /// It is a good idea to set this field to the target's tag. [TagField] [Tooltip("Objects with this tag will be ignored. " + "It is a good idea to set this field to the target's tag")] public string IgnoreTag = string.Empty; /// How far to project the object detection ray. [Tooltip("How far to project the object detection ray")] public float AimDistance; /// If set, camera noise will be adjusted to stabilize target on screen. [Tooltip("If set, camera noise will be adjusted to stabilize target on screen")] public bool NoiseCancellation = true; /// World space position of where the player would hit if a projectile were to /// be fired from the player origin. This may be different /// from state.ReferenceLookAt due to camera offset from player origin. public Vector3 AimTarget { get; private set; } void OnValidate() { AimDistance = Mathf.Max(1, AimDistance); } void Reset() { AimCollisionFilter = 1; IgnoreTag = string.Empty; AimDistance = 200.0f; NoiseCancellation = true; } /// /// Sets the ReferenceLookAt to be the result of a raycast in the direction of camera forward. /// If an object is hit, point is placed there, else it is placed at AimDistance along the ray. /// /// 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) { switch (stage) { case CinemachineCore.Stage.Body: { if (NoiseCancellation) { // Raycast to establish what we're actually aiming at var player = vcam.Follow; if (player != null) { state.ReferenceLookAt = ComputeLookAtPoint(state.GetCorrectedPosition(), player, player.forward); AimTarget = ComputeAimTarget(state.ReferenceLookAt, player); } } break; } case CinemachineCore.Stage.Finalize: { if (NoiseCancellation) { // Stabilize the LookAt point in the center of the screen var dir = state.ReferenceLookAt - state.GetFinalPosition(); if (dir.sqrMagnitude > 0.01f) { state.RawOrientation = Quaternion.LookRotation(dir, state.ReferenceUp); state.OrientationCorrection = Quaternion.identity; } } else { // Raycast to establish what we're actually aiming at. // In this case we do it without cancelling the noise. var player = vcam.Follow; if (player != null) { state.ReferenceLookAt = ComputeLookAtPoint( state.GetCorrectedPosition(), player, state.GetCorrectedOrientation() * Vector3.forward); AimTarget = ComputeAimTarget(state.ReferenceLookAt, player); } } break; } } } Vector3 ComputeLookAtPoint(Vector3 camPos, Transform player, Vector3 fwd) { // We don't want to hit targets behind the player var aimDistance = AimDistance; var playerOrientation = player.rotation; var playerPosLocal = Quaternion.Inverse(playerOrientation) * (player.position - camPos); if (playerPosLocal.z > 0) { camPos += fwd * playerPosLocal.z; aimDistance -= playerPosLocal.z; } aimDistance = Mathf.Max(1, aimDistance); bool hasHit = RuntimeUtility.RaycastIgnoreTag(new Ray(camPos, fwd), out RaycastHit hitInfo, aimDistance, AimCollisionFilter, IgnoreTag); return hasHit ? hitInfo.point : camPos + fwd * aimDistance; } Vector3 ComputeAimTarget(Vector3 cameraLookAt, Transform player) { // Adjust for actual player aim target (may be different due to offset) var playerPos = player.position; var dir = cameraLookAt - playerPos; if (RuntimeUtility.RaycastIgnoreTag(new Ray(playerPos, dir), out RaycastHit hitInfo, dir.magnitude, AimCollisionFilter, IgnoreTag)) return hitInfo.point; return cameraLookAt; } } } #endif