#if !CINEMACHINE_NO_CM2_SUPPORT
using System;
using UnityEngine;
using UnityEngine.Serialization;
namespace Unity.Cinemachine
{
/// CinemachineSameAsFollowTarget has been deprecated. Use CinemachineRotateWithFollowTarget instead.
[Obsolete("CinemachineSameAsFollowTarget has been deprecated. Use CinemachineRotateWithFollowTarget instead")]
[SaveDuringPlay]
[DisallowMultipleComponent]
[CameraPipeline(CinemachineCore.Stage.Aim)]
[RequiredTarget(RequiredTargetAttribute.RequiredTargets.Tracking)]
[HelpURL(Documentation.BaseURL + "manual/CinemachineSameAsFollowTarget.html")]
public class CinemachineSameAsFollowTarget : CinemachineComponentBase
{
///
/// How much time it takes for the aim to catch up to the target's rotation
///
[Tooltip("How much time it takes for the aim to catch up to the target's rotation")]
[FormerlySerializedAs("m_AngularDamping")]
[FormerlySerializedAs("m_Damping")]
public float Damping = 0;
Quaternion m_PreviousReferenceOrientation = Quaternion.identity;
/// True if component is enabled and has a Follow target defined
public override bool IsValid { get => enabled && FollowTarget != null; }
/// Get the Cinemachine Pipeline stage that this component implements.
/// Always returns the Aim stage
public override CinemachineCore.Stage Stage { get => CinemachineCore.Stage.Aim; }
///
/// Report maximum damping time needed for this component.
///
/// Highest damping setting in this component
public override float GetMaxDampTime() => Damping;
/// Orients the camera to match the Follow target's orientation
/// The current camera state
/// Not used.
public override void MutateCameraState(ref CameraState curState, float deltaTime)
{
if (!IsValid)
return;
Quaternion dampedOrientation = FollowTargetRotation;
if (deltaTime >= 0)
{
float t = VirtualCamera.DetachedFollowTargetDamp(1, Damping, deltaTime);
dampedOrientation = Quaternion.Slerp(
m_PreviousReferenceOrientation, FollowTargetRotation, t);
}
m_PreviousReferenceOrientation = dampedOrientation;
curState.RawOrientation = dampedOrientation;
curState.ReferenceUp = dampedOrientation * Vector3.up;
}
// Helper to upgrade to CM3
internal void UpgradeToCm3(CinemachineRotateWithFollowTarget c)
{
c.Damping = Damping;
}
}
}
#endif