using UnityEngine; using UnityEditor; using Cinemachine.Utility; namespace Cinemachine.Editor { [CustomEditor(typeof(CinemachineComposer))] internal class CinemachineComposerEditor : BaseEditor { CinemachineScreenComposerGuides mScreenGuideEditor; GameViewEventCatcher mGameViewEventCatcher; protected virtual void OnEnable() { mScreenGuideEditor = new CinemachineScreenComposerGuides(); mScreenGuideEditor.GetHardGuide = () => { return Target.HardGuideRect; }; mScreenGuideEditor.GetSoftGuide = () => { return Target.SoftGuideRect; }; mScreenGuideEditor.SetHardGuide = (Rect r) => { Target.HardGuideRect = r; }; mScreenGuideEditor.SetSoftGuide = (Rect r) => { Target.SoftGuideRect = r; }; mScreenGuideEditor.Target = () => { return serializedObject; }; mGameViewEventCatcher = new GameViewEventCatcher(); mGameViewEventCatcher.OnEnable(); CinemachineDebug.OnGUIHandlers -= OnGUI; CinemachineDebug.OnGUIHandlers += OnGUI; if (CinemachineSettings.CinemachineCoreSettings.ShowInGameGuides) InspectorUtility.RepaintGameView(); } protected virtual void OnDisable() { mGameViewEventCatcher.OnDisable(); CinemachineDebug.OnGUIHandlers -= OnGUI; if (CinemachineSettings.CinemachineCoreSettings.ShowInGameGuides) InspectorUtility.RepaintGameView(); } public override void OnInspectorGUI() { BeginInspector(); if (Target.LookAtTarget == null) EditorGUILayout.HelpBox( "A LookAt target is required. Change Aim to Do Nothing if you don't want a LookAt target.", MessageType.Warning); // First snapshot some settings Rect oldHard = Target.HardGuideRect; Rect oldSoft = Target.SoftGuideRect; // Draw the properties DrawRemainingPropertiesInInspector(); mScreenGuideEditor.SetNewBounds(oldHard, oldSoft, Target.HardGuideRect, Target.SoftGuideRect); } protected virtual void OnGUI() { if (Target == null) return; // Draw the camera guides if (!Target.IsValid || !CinemachineSettings.CinemachineCoreSettings.ShowInGameGuides) return; var vcam = Target.VirtualCamera; CinemachineBrain brain = CinemachineCore.Instance.FindPotentialTargetBrain(vcam); if (brain == null || (brain.OutputCamera.activeTexture != null && CinemachineCore.Instance.BrainCount > 1)) return; // Screen guides bool isLive = brain.IsLive(vcam, true); mScreenGuideEditor.OnGUI_DrawGuides(isLive, brain.OutputCamera, Target.VcamState.Lens, true); // Draw an on-screen gizmo for the target if (Target.LookAtTarget != null && isLive) { Vector3 targetScreenPosition = brain.OutputCamera.WorldToScreenPoint(Target.TrackedPoint); if (targetScreenPosition.z > 0) { targetScreenPosition.y = Screen.height - targetScreenPosition.y; GUI.color = CinemachineSettings.ComposerSettings.TargetColour; Rect r = new Rect(targetScreenPosition, Vector2.zero); float size = (CinemachineSettings.ComposerSettings.TargetSize + CinemachineScreenComposerGuides.kGuideBarWidthPx) / 2; GUI.DrawTexture(r.Inflated(new Vector2(size, size)), Texture2D.whiteTexture); size -= CinemachineScreenComposerGuides.kGuideBarWidthPx; if (size > 0) { Vector4 overlayOpacityScalar = new Vector4(1f, 1f, 1f, CinemachineSettings.ComposerSettings.OverlayOpacity); GUI.color = Color.black * overlayOpacityScalar; GUI.DrawTexture(r.Inflated(new Vector2(size, size)), Texture2D.whiteTexture); } } } } #if false // debugging only [DrawGizmo(GizmoType.Active | GizmoType.Selected, typeof(CinemachineComposer))] static void DrawTransposerGizmos(CinemachineComposer target, GizmoType selectionType) { // Draw lookahead path if (target.m_LookaheadTime > 0) { Color originalGizmoColour = Gizmos.color; Gizmos.color = CinemachineSettings.ComposerSettings.TargetColour; var p0 = target.m_Predictor.PredictPosition(0); int numSteps = 20; for (int i = 1; i <= numSteps; ++i) { var p1 = target.m_Predictor.PredictPosition(i * target.m_LookaheadTime / numSteps); Gizmos.DrawLine(p0, p1); p0 = p1; } Gizmos.color = originalGizmoColour; } } #endif } }