using Cinemachine.Utility;
using System;
using UnityEngine;
namespace Cinemachine
{
///
/// Describes a blend between 2 Cinemachine Virtual Cameras, and holds the
/// current state of the blend.
///
public class CinemachineBlend
{
/// First camera in the blend
public ICinemachineCamera CamA;
/// Second camera in the blend
public ICinemachineCamera CamB;
/// The curve that describes the way the blend transitions over time
/// from the first camera to the second. X-axis is normalized time (0...1) over which
/// the blend takes place and Y axis is blend weight (0..1)
public AnimationCurve BlendCurve;
/// The current time relative to the start of the blend
public float TimeInBlend;
/// The current weight of the blend. This is an evaluation of the
/// BlendCurve at the current time relative to the start of the blend.
/// 0 means camA, 1 means camB.
public float BlendWeight
{
get
{
if (BlendCurve == null || BlendCurve.length < 2 || IsComplete)
return 1;
return Mathf.Clamp01(BlendCurve.Evaluate(TimeInBlend / Duration));
}
}
/// Validity test for the blend. True if either camera is defined.
public bool IsValid => ((CamA != null && CamA.IsValid) || (CamB != null && CamB.IsValid));
/// Duration in seconds of the blend.
public float Duration;
/// True if the time relative to the start of the blend is greater
/// than or equal to the blend duration
public bool IsComplete => TimeInBlend >= Duration || !IsValid;
/// Text description of the blend, for debugging
public string Description
{
get
{
var sb = CinemachineDebug.SBFromPool();
if (CamB == null || !CamB.IsValid)
sb.Append("(none)");
else
{
sb.Append("[");
sb.Append(CamB.Name);
sb.Append("]");
}
sb.Append(" ");
sb.Append((int)(BlendWeight * 100f));
sb.Append("% from ");
if (CamA == null || !CamA.IsValid)
sb.Append("(none)");
else
{
sb.Append("[");
sb.Append(CamA.Name);
sb.Append("]");
}
string text = sb.ToString();
CinemachineDebug.ReturnToPool(sb);
return text;
}
}
/// Does the blend use a specific Cinemachine Virtual Camera?
/// The camera to test
/// True if the camera is involved in the blend
public bool Uses(ICinemachineCamera cam)
{
if (cam == CamA || cam == CamB)
return true;
BlendSourceVirtualCamera b = CamA as BlendSourceVirtualCamera;
if (b != null && b.Blend.Uses(cam))
return true;
b = CamB as BlendSourceVirtualCamera;
if (b != null && b.Blend.Uses(cam))
return true;
return false;
}
/// Construct a blend
/// First camera
/// Second camera
/// Blend curve
/// Duration of the blend, in seconds
/// Current time in blend, relative to the start of the blend
public CinemachineBlend(
ICinemachineCamera a, ICinemachineCamera b, AnimationCurve curve, float duration, float t)
{
CamA = a;
CamB = b;
BlendCurve = curve;
TimeInBlend = t;
Duration = duration;
}
/// Make sure the source cameras get updated.
/// Default world up. Individual vcams may modify this
/// Time increment used for calculating time-based behaviours (e.g. damping)
public void UpdateCameraState(Vector3 worldUp, float deltaTime)
{
// Make sure both cameras have been updated (they are not necessarily
// enabled, and only enabled cameras get updated automatically
// every frame)
if (CamA != null && CamA.IsValid)
CamA.UpdateCameraState(worldUp, deltaTime);
if (CamB != null && CamB.IsValid)
CamB.UpdateCameraState(worldUp, deltaTime);
}
/// Compute the blended CameraState for the current time in the blend.
public CameraState State
{
get
{
if (CamA == null || !CamA.IsValid)
{
if (CamB == null || !CamB.IsValid)
return CameraState.Default;
return CamB.State;
}
if (CamB == null || !CamB.IsValid)
return CamA.State;
return CameraState.Lerp(CamA.State, CamB.State, BlendWeight);
}
}
}
/// Definition of a Camera blend. This struct holds the information
/// necessary to generate a suitable AnimationCurve for a Cinemachine Blend.
[Serializable]
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
public struct CinemachineBlendDefinition
{
/// Supported predefined shapes for the blend curve.
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
public enum Style
{
/// Zero-length blend
Cut,
/// S-shaped curve, giving a gentle and smooth transition
EaseInOut,
/// Linear out of the outgoing shot, and easy into the incoming
EaseIn,
/// Easy out of the outgoing shot, and linear into the incoming
EaseOut,
/// Easy out of the outgoing, and hard into the incoming
HardIn,
/// Hard out of the outgoing, and easy into the incoming
HardOut,
/// Linear blend. Mechanical-looking.
Linear,
/// Custom blend curve.
Custom
};
/// The shape of the blend curve.
[Tooltip("Shape of the blend curve")]
public Style m_Style;
/// The duration (in seconds) of the blend, if not a cut.
/// If style is a cut, then this value is ignored.
[Tooltip("Duration of the blend, in seconds")]
public float m_Time;
///
/// Get the duration of the blend, in seconds. Will return 0 if blend style is a cut.
///
public float BlendTime { get { return m_Style == Style.Cut ? 0 : m_Time; } }
/// Constructor
/// The shape of the blend curve.
/// The duration (in seconds) of the blend
public CinemachineBlendDefinition(Style style, float time)
{
m_Style = style;
m_Time = time;
m_CustomCurve = null;
}
///
/// A user-defined AnimationCurve, used only if style is Custom.
/// Curve MUST be normalized, i.e. time range [0...1], value range [0...1].
///
public AnimationCurve m_CustomCurve;
static AnimationCurve[] sStandardCurves;
void CreateStandardCurves()
{
sStandardCurves = new AnimationCurve[(int)Style.Custom];
sStandardCurves[(int)Style.Cut] = null;
sStandardCurves[(int)Style.EaseInOut] = AnimationCurve.EaseInOut(0f, 0f, 1, 1f);
sStandardCurves[(int)Style.EaseIn] = AnimationCurve.Linear(0f, 0f, 1, 1f);
Keyframe[] keys = sStandardCurves[(int)Style.EaseIn].keys;
keys[0].outTangent = 1.4f;
keys[1].inTangent = 0;
sStandardCurves[(int)Style.EaseIn].keys = keys;
sStandardCurves[(int)Style.EaseOut] = AnimationCurve.Linear(0f, 0f, 1, 1f);
keys = sStandardCurves[(int)Style.EaseOut].keys;
keys[0].outTangent = 0;
keys[1].inTangent = 1.4f;
sStandardCurves[(int)Style.EaseOut].keys = keys;
sStandardCurves[(int)Style.HardIn] = AnimationCurve.Linear(0f, 0f, 1, 1f);
keys = sStandardCurves[(int)Style.HardIn].keys;
keys[0].outTangent = 0;
keys[1].inTangent = 3f;
sStandardCurves[(int)Style.HardIn].keys = keys;
sStandardCurves[(int)Style.HardOut] = AnimationCurve.Linear(0f, 0f, 1, 1f);
keys = sStandardCurves[(int)Style.HardOut].keys;
keys[0].outTangent = 3f;
keys[1].inTangent = 0;
sStandardCurves[(int)Style.HardOut].keys = keys;
sStandardCurves[(int)Style.Linear] = AnimationCurve.Linear(0f, 0f, 1, 1f);
}
///
/// A normalized AnimationCurve specifying the interpolation curve
/// for this camera blend. Y-axis values must be in range [0,1] (internally clamped
/// within Blender) and time must be in range of [0, 1].
///
public AnimationCurve BlendCurve
{
get
{
if (m_Style == Style.Custom)
{
if (m_CustomCurve == null)
m_CustomCurve = AnimationCurve.EaseInOut(0f, 0f, 1, 1f);
return m_CustomCurve;
}
if (sStandardCurves == null)
CreateStandardCurves();
return sStandardCurves[(int)m_Style];
}
}
}
///
/// Point source for blending. It's not really a virtual camera, but takes
/// a CameraState and exposes it as a virtual camera for the purposes of blending.
///
internal class StaticPointVirtualCamera : ICinemachineCamera
{
public StaticPointVirtualCamera(CameraState state, string name) { State = state; Name = name; }
public void SetState(CameraState state) { State = state; }
public string Name { get; private set; }
public string Description { get { return ""; }}
public int Priority { get; set; }
public Transform LookAt { get; set; }
public Transform Follow { get; set; }
public CameraState State { get; private set; }
public GameObject VirtualCameraGameObject { get { return null; } }
public bool IsValid { get { return true; } }
public ICinemachineCamera ParentCamera { get { return null; } }
public bool IsLiveChild(ICinemachineCamera vcam, bool dominantChildOnly = false) { return false; }
public void UpdateCameraState(Vector3 worldUp, float deltaTime) {}
public void InternalUpdateCameraState(Vector3 worldUp, float deltaTime) {}
public void OnTransitionFromCamera(ICinemachineCamera fromCam, Vector3 worldUp, float deltaTime) {}
public void OnTargetObjectWarped(Transform target, Vector3 positionDelta) {}
}
///
/// Blend result source for blending. This exposes a CinemachineBlend object
/// as an ersatz virtual camera for the purposes of blending. This achieves the purpose
/// of blending the result oif a blend.
///
internal class BlendSourceVirtualCamera : ICinemachineCamera
{
public BlendSourceVirtualCamera(CinemachineBlend blend) { Blend = blend; }
public CinemachineBlend Blend { get; set; }
public string Name { get { return "Mid-blend"; }}
public string Description { get { return Blend == null ? "(null)" : Blend.Description; }}
public int Priority { get; set; }
public Transform LookAt { get; set; }
public Transform Follow { get; set; }
public CameraState State { get; private set; }
public GameObject VirtualCameraGameObject { get { return null; } }
public bool IsValid { get { return Blend != null && Blend.IsValid; } }
public ICinemachineCamera ParentCamera { get { return null; } }
public bool IsLiveChild(ICinemachineCamera vcam, bool dominantChildOnly = false)
{ return Blend != null && (vcam == Blend.CamA || vcam == Blend.CamB); }
public CameraState CalculateNewState(float deltaTime) { return State; }
public void UpdateCameraState(Vector3 worldUp, float deltaTime)
{
if (Blend != null)
{
Blend.UpdateCameraState(worldUp, deltaTime);
State = Blend.State;
}
}
public void InternalUpdateCameraState(Vector3 worldUp, float deltaTime) {}
public void OnTransitionFromCamera(ICinemachineCamera fromCam, Vector3 worldUp, float deltaTime) {}
public void OnTargetObjectWarped(Transform target, Vector3 positionDelta) {}
}
}