using System;
using UnityEngine;
namespace Unity.Cinemachine
{
///
/// This is a CinemachineComponent in the Aim section of the component pipeline.
/// Its job is to aim the camera hard at the LookAt target.
///
[AddComponentMenu("Cinemachine/Procedural/Rotation Control/Cinemachine Hard Look At")]
[SaveDuringPlay]
[DisallowMultipleComponent]
[CameraPipeline(CinemachineCore.Stage.Aim)]
[RequiredTarget(RequiredTargetAttribute.RequiredTargets.LookAt)]
[HelpURL(Documentation.BaseURL + "manual/CinemachineHardLookAt.html")]
public class CinemachineHardLookAt : CinemachineComponentBase
{
/// True if component is enabled and has a LookAt defined
public override bool IsValid { get => enabled && LookAtTarget != null; }
/// Get the Cinemachine Pipeline stage that this component implements.
/// Always returns the Aim stage
public override CinemachineCore.Stage Stage { get => CinemachineCore.Stage.Aim; }
///
/// True if this component tries to make the camera look at the Tracking Target.
/// Used by inspector to warn the user of potential improper setup.
///
internal override bool CameraLooksAtTarget { get => true; }
///
/// Offset from the LookAt target's origin, in target's local space. The camera will look at this point.
///
[Tooltip("Offset from the LookAt target's origin, in target's local space. The camera will look at this point.")]
public Vector3 LookAtOffset = Vector3.zero;
void Reset()
{
LookAtOffset = Vector3.zero;
}
/// Applies the composer rules and orients the camera accordingly
/// The current camera state
/// Used for calculating damping. If less than
/// zero, then target will snap to the center of the dead zone.
public override void MutateCameraState(ref CameraState curState, float deltaTime)
{
if (IsValid && curState.HasLookAt())
{
var offset = LookAtTargetRotation * LookAtOffset;
Vector3 dir = ((curState.ReferenceLookAt + offset) - curState.GetCorrectedPosition());
if (dir.magnitude > Epsilon)
{
if (Vector3.Cross(dir.normalized, curState.ReferenceUp).magnitude < Epsilon)
curState.RawOrientation = Quaternion.FromToRotation(Vector3.forward, dir);
else
curState.RawOrientation = Quaternion.LookRotation(dir, curState.ReferenceUp);
}
}
}
}
}