using System; using System.Collections.Generic; using System.Linq; using Cinemachine.Utility; using UnityEngine; using UnityEngine.Serialization; namespace Cinemachine { /// /// Base class for a Monobehaviour that represents a Virtual Camera within the Unity scene. /// /// This is intended to be attached to an empty Transform GameObject. /// Inherited classes can be either standalone virtual cameras such /// as CinemachineVirtualCamera, or meta-cameras such as /// CinemachineClearShot or CinemachineFreeLook. /// /// A CinemachineVirtualCameraBase exposes a Priority property. When the behaviour is /// enabled in the game, the Virtual Camera is automatically placed in a queue /// maintained by the static CinemachineCore singleton. /// The queue is sorted by priority. When a Unity camera is equipped with a /// CinemachineBrain behaviour, the brain will choose the camera /// at the head of the queue. If you have multiple Unity cameras with CinemachineBrain /// behaviours (say in a split-screen context), then you can filter the queue by /// setting the culling flags on the virtual cameras. The culling mask of the /// Unity Camera will then act as a filter for the brain. Apart from this, /// there is nothing that prevents a virtual camera from controlling multiple /// Unity cameras simultaneously. /// [SaveDuringPlay] public abstract class CinemachineVirtualCameraBase : MonoBehaviour, ICinemachineCamera, ISerializationCallbackReceiver { /// Inspector control - Use for hiding sections of the Inspector UI. [HideInInspector, SerializeField, NoSaveDuringPlay] public string[] m_ExcludedPropertiesInInspector = new string[] { "m_Script" }; /// Inspector control - Use for enabling sections of the Inspector UI. [HideInInspector, SerializeField, NoSaveDuringPlay] public CinemachineCore.Stage[] m_LockStageInInspector; /// Version that was last streamed, for upgrading legacy public int ValidatingStreamVersion { get { return m_OnValidateCalled ? m_ValidatingStreamVersion : CinemachineCore.kStreamingVersion; } private set { m_ValidatingStreamVersion = value; } } private int m_ValidatingStreamVersion = 0; private bool m_OnValidateCalled = false; [HideInInspector, SerializeField, NoSaveDuringPlay] private int m_StreamingVersion; /// The priority will determine which camera becomes active based on the /// state of other cameras and this camera. Higher numbers have greater priority. /// [NoSaveDuringPlay] [Tooltip("The priority will determine which camera becomes active based on the state of " + "other cameras and this camera. Higher numbers have greater priority.")] public int m_Priority = 10; /// A sequence number that represents object activation order of vcams. /// Used for priority sorting. internal int m_ActivationId; /// /// This must be set every frame at the start of the pipeline to relax the virtual camera's /// attachment to the target. Range is 0...1. /// 1 is full attachment, and is the normal state. /// 0 is no attachment, and virtual camera will behave as if no Follow /// targets are set. /// [NonSerialized] public float FollowTargetAttachment; /// /// This must be set every frame at the start of the pipeline to relax the virtual camera's /// attachment to the target. Range is 0...1. /// 1 is full attachment, and is the normal state. /// 0 is no attachment, and virtual camera will behave as if no LookAt /// targets are set. /// [NonSerialized] public float LookAtTargetAttachment; /// /// How often to update a virtual camera when it is in Standby mode /// public enum StandbyUpdateMode { /// Only update if the virtual camera is Live Never, /// Update the virtual camera every frame, even when it is not Live Always, /// Update the virtual camera occasionally, the exact frequency depends /// on how many other virtual cameras are in Standby RoundRobin }; /// When the virtual camera is not live, this is how often the virtual camera will /// be updated. Set this to tune for performance. Most of the time Never is fine, unless /// the virtual camera is doing shot evaluation. /// [Tooltip("When the virtual camera is not live, this is how often the virtual camera will be updated. " + "Set this to tune for performance. Most of the time Never is fine, " + "unless the virtual camera is doing shot evaluation.")] public StandbyUpdateMode m_StandbyUpdate = StandbyUpdateMode.RoundRobin; /// /// Query components and extensions for the maximum damping time. /// Base class implementation queries extensions. /// Only used in editor for timeline scrubbing. /// /// Highest damping setting in this vcam public virtual float GetMaxDampTime() { float maxDamp = 0; if (mExtensions != null) for (int i = 0; i < mExtensions.Count; ++i) maxDamp = Mathf.Max(maxDamp, mExtensions[i].GetMaxDampTime()); return maxDamp; } /// Get a damped version of a quantity. This is the portion of the /// quantity that will take effect over the given time. /// This method takes the target attachment into account. For general /// damping without consideration of target attachment, use Damper.Damp() /// The amount that will be damped /// The rate of damping. This is the time it would /// take to reduce the original amount to a negligible percentage /// The time over which to damp /// The damped amount. This will be the original amount scaled by /// a value between 0 and 1. public float DetachedFollowTargetDamp(float initial, float dampTime, float deltaTime) { dampTime = Mathf.Lerp(Mathf.Max(1, dampTime), dampTime, FollowTargetAttachment); deltaTime = Mathf.Lerp(0, deltaTime, FollowTargetAttachment); return Damper.Damp(initial, dampTime, deltaTime); } /// Get a damped version of a quantity. This is the portion of the /// quantity that will take effect over the given time. /// This method takes the target attachment into account. For general /// damping without consideration of target attachment, use Damper.Damp() /// The amount that will be damped /// The rate of damping. This is the time it would /// take to reduce the original amount to a negligible percentage /// The time over which to damp /// The damped amount. This will be the original amount scaled by /// a value between 0 and 1. public Vector3 DetachedFollowTargetDamp(Vector3 initial, Vector3 dampTime, float deltaTime) { dampTime = Vector3.Lerp(Vector3.Max(Vector3.one, dampTime), dampTime, FollowTargetAttachment); deltaTime = Mathf.Lerp(0, deltaTime, FollowTargetAttachment); return Damper.Damp(initial, dampTime, deltaTime); } /// Get a damped version of a quantity. This is the portion of the /// quantity that will take effect over the given time. /// This method takes the target attachment into account. For general /// damping without consideration of target attachment, use Damper.Damp() /// The amount that will be damped /// The rate of damping. This is the time it would /// take to reduce the original amount to a negligible percentage /// The time over which to damp /// The damped amount. This will be the original amount scaled by /// a value between 0 and 1. public Vector3 DetachedFollowTargetDamp(Vector3 initial, float dampTime, float deltaTime) { dampTime = Mathf.Lerp(Mathf.Max(1, dampTime), dampTime, FollowTargetAttachment); deltaTime = Mathf.Lerp(0, deltaTime, FollowTargetAttachment); return Damper.Damp(initial, dampTime, deltaTime); } /// Get a damped version of a quantity. This is the portion of the /// quantity that will take effect over the given time. /// This method takes the target attachment into account. For general /// damping without consideration of target attachment, use Damper.Damp() /// The amount that will be damped /// The rate of damping. This is the time it would /// take to reduce the original amount to a negligible percentage /// The time over which to damp /// The damped amount. This will be the original amount scaled by /// a value between 0 and 1. public float DetachedLookAtTargetDamp(float initial, float dampTime, float deltaTime) { dampTime = Mathf.Lerp(Mathf.Max(1, dampTime), dampTime, LookAtTargetAttachment); deltaTime = Mathf.Lerp(0, deltaTime, LookAtTargetAttachment); return Damper.Damp(initial, dampTime, deltaTime); } /// Get a damped version of a quantity. This is the portion of the /// quantity that will take effect over the given time. /// This method takes the target attachment into account. For general /// damping without consideration of target attachment, use Damper.Damp() /// The amount that will be damped /// The rate of damping. This is the time it would /// take to reduce the original amount to a negligible percentage /// The time over which to damp /// The damped amount. This will be the original amount scaled by /// a value between 0 and 1. public Vector3 DetachedLookAtTargetDamp(Vector3 initial, Vector3 dampTime, float deltaTime) { dampTime = Vector3.Lerp(Vector3.Max(Vector3.one, dampTime), dampTime, LookAtTargetAttachment); deltaTime = Mathf.Lerp(0, deltaTime, LookAtTargetAttachment); return Damper.Damp(initial, dampTime, deltaTime); } /// Get a damped version of a quantity. This is the portion of the /// quantity that will take effect over the given time. /// This method takes the target attachment into account. For general /// damping without consideration of target attachment, use Damper.Damp() /// The amount that will be damped /// The rate of damping. This is the time it would /// take to reduce the original amount to a negligible percentage /// The time over which to damp /// The damped amount. This will be the original amount scaled by /// a value between 0 and 1. public Vector3 DetachedLookAtTargetDamp(Vector3 initial, float dampTime, float deltaTime) { dampTime = Mathf.Lerp(Mathf.Max(1, dampTime), dampTime, LookAtTargetAttachment); deltaTime = Mathf.Lerp(0, deltaTime, LookAtTargetAttachment); return Damper.Damp(initial, dampTime, deltaTime); } /// /// A delegate to hook into the state calculation pipeline. /// This will be called after each pipeline stage, to allow others to hook into the pipeline. /// See CinemachineCore.Stage. /// /// The extension to add. public virtual void AddExtension(CinemachineExtension extension) { if (mExtensions == null) mExtensions = new List(); else mExtensions.Remove(extension); mExtensions.Add(extension); } /// Remove a Pipeline stage hook callback. /// The extension to remove. public virtual void RemoveExtension(CinemachineExtension extension) { if (mExtensions != null) mExtensions.Remove(extension); } /// The extensions connected to this vcam internal List mExtensions { get; private set; } /// /// Invokes the PostPipelineStageDelegate for this camera, and up the hierarchy for all /// parent cameras (if any). /// Implementaion must be sure to call this after each pipeline stage, to allow /// other services to hook into the pipeline. /// See CinemachineCore.Stage. /// /// The virtual camera being processed /// The current pipeline stage /// The current virtual camera state /// The current applicable deltaTime protected void InvokePostPipelineStageCallback( CinemachineVirtualCameraBase vcam, CinemachineCore.Stage stage, ref CameraState newState, float deltaTime) { if (mExtensions != null) { for (int i = 0; i < mExtensions.Count; ++i) { var e = mExtensions[i]; if (e == null) { // Object was deleted (possibly because of Undo in the editor) mExtensions.RemoveAt(i); --i; } else if (e.enabled) e.InvokePostPipelineStageCallback(vcam, stage, ref newState, deltaTime); } } CinemachineVirtualCameraBase parent = ParentCamera as CinemachineVirtualCameraBase; if (parent != null) parent.InvokePostPipelineStageCallback(vcam, stage, ref newState, deltaTime); } /// /// Invokes the PrePipelineMutateCameraStateCallback for this camera, /// and up the hierarchy for all parent cameras (if any). /// Implementaion must be sure to call this after each pipeline stage, to allow /// other services to hook into the pipeline. /// See CinemachineCore.Stage. /// /// The virtual camera being processed /// The current virtual camera state /// The current applicable deltaTime protected void InvokePrePipelineMutateCameraStateCallback( CinemachineVirtualCameraBase vcam, ref CameraState newState, float deltaTime) { if (mExtensions != null) { for (int i = 0; i < mExtensions.Count; ++i) { var e = mExtensions[i]; if (e == null) { // Object was deleted (possibly because of Undo in the editor) mExtensions.RemoveAt(i); --i; } else if (e.enabled) e.PrePipelineMutateCameraStateCallback(vcam, ref newState, deltaTime); } } CinemachineVirtualCameraBase parent = ParentCamera as CinemachineVirtualCameraBase; if (parent != null) parent.InvokePrePipelineMutateCameraStateCallback(vcam, ref newState, deltaTime); } /// /// Invokes the OnTransitionFromCamera for all extensions on this camera /// /// The camera being deactivated. May be null. /// Default world Up, set by the CinemachineBrain /// Delta time for time-based effects (ignore if less than or equal to 0) /// True to request a vcam update of internal state protected bool InvokeOnTransitionInExtensions( ICinemachineCamera fromCam, Vector3 worldUp, float deltaTime) { bool forceUpdate = false; if (mExtensions != null) { for (int i = 0; i < mExtensions.Count; ++i) { var e = mExtensions[i]; if (e == null) { // Object was deleted (possibly because of Undo in the editor) mExtensions.RemoveAt(i); --i; } else if (e.enabled && e.OnTransitionFromCamera(fromCam, worldUp, deltaTime)) forceUpdate = true; } } return forceUpdate; } /// Get the name of the Virtual Camera. Base implementation /// returns the owner GameObject's name. public string Name => name; /// Gets a brief debug description of this virtual camera, for use when displayiong debug info public virtual string Description => ""; /// Get the Priority of the virtual camera. This determines its placement /// in the CinemachineCore's queue of eligible shots. public int Priority { get => m_Priority; set => m_Priority = value; } /// Hint for blending to and from this virtual camera public enum BlendHint { /// Standard linear position and aim blend None, /// Spherical blend about LookAt target position if there is a LookAt target, linear blend between LookAt targets SphericalPosition, /// Cylindrical blend about LookAt target position if there is a LookAt target (vertical co-ordinate is linearly interpolated), linear blend between LookAt targets CylindricalPosition, /// Standard linear position blend, radial blend between LookAt targets ScreenSpaceAimWhenTargetsDiffer } /// Applies a position blend hint to a camera state /// The state to apply the hint to /// The hint to apply protected void ApplyPositionBlendMethod(ref CameraState state, BlendHint hint) { switch (hint) { default: break; case BlendHint.SphericalPosition: state.BlendHint |= CameraState.BlendHintValue.SphericalPositionBlend; break; case BlendHint.CylindricalPosition: state.BlendHint |= CameraState.BlendHintValue.CylindricalPositionBlend; break; case BlendHint.ScreenSpaceAimWhenTargetsDiffer: state.BlendHint |= CameraState.BlendHintValue.RadialAimBlend; break; } } /// The GameObject owner of the Virtual Camera behaviour. public GameObject VirtualCameraGameObject { get { if (this == null) return null; // object deleted return gameObject; } } /// Returns false if the object has been deleted public bool IsValid => !(this == null); /// The CameraState object holds all of the information /// necessary to position the Unity camera. It is the output of this class. public abstract CameraState State { get; } /// Support for meta-virtual-cameras. This is the situation where a /// virtual camera is in fact the public face of a private army of virtual cameras, which /// it manages on its own. This method gets the VirtualCamera owner, if any. /// Private armies are implemented as Transform children of the parent vcam. public ICinemachineCamera ParentCamera { get { if (!mSlaveStatusUpdated || !Application.isPlaying) UpdateSlaveStatus(); return m_parentVcam; } } /// Check whether the vcam a live child of this camera. /// This base class implementation always returns false. /// The Virtual Camera to check /// If truw, will only return true if this vcam is the dominat live child /// True if the vcam is currently actively influencing the state of this vcam public virtual bool IsLiveChild(ICinemachineCamera vcam, bool dominantChildOnly = false) { return false; } /// Get the LookAt target for the Aim component in the Cinemachine pipeline. public abstract Transform LookAt { get; set; } /// Get the Follow target for the Body component in the Cinemachine pipeline. public abstract Transform Follow { get; set; } /// Set this to force the next update to ignore state from the previous frame. /// This is useful, for example, if you want to cancel damping or other time-based processing. public virtual bool PreviousStateIsValid { get; set; } /// /// Update the camera's state. /// The implementation must guarantee against multiple calls per frame, and should /// use CinemachineCore.UpdateVirtualCamera(ICinemachineCamera, Vector3, float), which /// has protection against multiple calls per frame. /// /// Default world Up, set by the CinemachineBrain /// Delta time for time-based effects (ignore if less than 0) public void UpdateCameraState(Vector3 worldUp, float deltaTime) { CinemachineCore.Instance.UpdateVirtualCamera(this, worldUp, deltaTime); } /// Internal use only. Do not call this method. /// Called by CinemachineCore at designated update time /// so the vcam can position itself and track its targets. /// Do not call this method. Let the framework do it at the appropriate time /// Default world Up, set by the CinemachineBrain /// Delta time for time-based effects (ignore if less than 0) public abstract void InternalUpdateCameraState(Vector3 worldUp, float deltaTime); /// Collection of parameters that influence how this virtual camera transitions from /// other virtual cameras [Serializable] public struct TransitionParams { /// Hint for blending positions to and from this virtual camera [Tooltip("Hint for blending positions to and from this virtual camera")] [FormerlySerializedAs("m_PositionBlending")] public BlendHint m_BlendHint; /// When this virtual camera goes Live, attempt to force the position to be the same as the current position of the Unity Camera [Tooltip("When this virtual camera goes Live, attempt to force the position to be the same as the current position of the Unity Camera")] public bool m_InheritPosition; /// This event fires when the virtual camera goes Live [Tooltip("This event fires when the virtual camera goes Live")] public CinemachineBrain.VcamActivatedEvent m_OnCameraLive; } /// Notification that this virtual camera is going live. /// Base class implementation must be called by any overridden method. /// The camera being deactivated. May be null. /// Default world Up, set by the CinemachineBrain /// Delta time for time-based effects (ignore if less than or equal to 0) public virtual void OnTransitionFromCamera( ICinemachineCamera fromCam, Vector3 worldUp, float deltaTime) { if (!gameObject.activeInHierarchy) PreviousStateIsValid = false; } /// Maintains the global vcam registry. Always call the base class implementation. protected virtual void OnDestroy() { CinemachineCore.Instance.CameraDestroyed(this); } /// Base class implementation makes sure the priority queue remains up-to-date. protected virtual void OnTransformParentChanged() { CinemachineCore.Instance.CameraDisabled(this); CinemachineCore.Instance.CameraEnabled(this); UpdateSlaveStatus(); UpdateVcamPoolStatus(); } bool m_WasStarted; /// Derived classes should call base class implementation. protected virtual void Start() { m_WasStarted = true; } /// /// Returns true, when the vcam has an extension that requires user input. /// internal virtual bool RequiresUserInput() { return mExtensions != null && mExtensions.Any(extension => extension != null && extension.RequiresUserInput); } /// /// Called on inactive object when being artificially activated by timeline. /// This is necessary because Awake() isn't called on inactive gameObjects. /// internal void EnsureStarted() { if (!m_WasStarted) { m_WasStarted = true; var extensions = GetComponentsInChildren(); for (int i = 0; i < extensions.Length; ++i) extensions[i].EnsureStarted(); } } #if UNITY_EDITOR [UnityEditor.Callbacks.DidReloadScripts] static void OnScriptReload() { var vcams = Resources.FindObjectsOfTypeAll( typeof(CinemachineVirtualCameraBase)) as CinemachineVirtualCameraBase[]; foreach (var vcam in vcams) vcam.LookAtTargetChanged = vcam.FollowTargetChanged = true; } #endif /// /// Locate the first component that implements AxisState.IInputAxisProvider. /// /// The first AxisState.IInputAxisProvider or null if none public AxisState.IInputAxisProvider GetInputAxisProvider() { var components = GetComponentsInChildren(); for (int i = 0; i < components.Length; ++i) { var provider = components[i] as AxisState.IInputAxisProvider; if (provider != null) return provider; } return null; } /// Enforce bounds for fields, when changed in inspector. /// Call base class implementation at the beginning of overridden method. /// After base method is called, ValidatingStreamVersion will be valid. protected virtual void OnValidate() { m_OnValidateCalled = true; ValidatingStreamVersion = m_StreamingVersion; m_StreamingVersion = CinemachineCore.kStreamingVersion; } /// Base class implementation adds the virtual camera from the priority queue. protected virtual void OnEnable() { UpdateSlaveStatus(); UpdateVcamPoolStatus(); // Add to queue if (!CinemachineCore.Instance.IsLive(this)) PreviousStateIsValid = false; CinemachineCore.Instance.CameraEnabled(this); InvalidateCachedTargets(); // Sanity check - if another vcam component is enabled, shut down var vcamComponents = GetComponents(); for (int i = 0; i < vcamComponents.Length; ++i) { if (vcamComponents[i].enabled && vcamComponents[i] != this) { Debug.LogError(Name + " has multiple CinemachineVirtualCameraBase-derived components. Disabling " + GetType().Name + "."); enabled = false; } } } /// Base class implementation makes sure the priority queue remains up-to-date. protected virtual void OnDisable() { UpdateVcamPoolStatus(); // Remove from queue CinemachineCore.Instance.CameraDisabled(this); } /// Base class implementation makes sure the priority queue remains up-to-date. protected virtual void Update() { if (m_Priority != m_QueuePriority) { UpdateVcamPoolStatus(); // Force a re-sort } } private bool mSlaveStatusUpdated = false; private CinemachineVirtualCameraBase m_parentVcam = null; private void UpdateSlaveStatus() { mSlaveStatusUpdated = true; m_parentVcam = null; Transform p = transform.parent; if (p != null) { #if UNITY_2019_2_OR_NEWER p.TryGetComponent(out m_parentVcam); #else m_parentVcam = p.GetComponent(); #endif } } /// Returns this vcam's LookAt target, or if that is null, will retrun /// the parent vcam's LookAt target. /// This vcam's LookAt value. /// The same value, or the parent's if null and a parent exists. public Transform ResolveLookAt(Transform localLookAt) { Transform lookAt = localLookAt; if (lookAt == null && ParentCamera != null) lookAt = ParentCamera.LookAt; // Parent provides default return lookAt; } /// Returns this vcam's Follow target, or if that is null, will retrun /// the parent vcam's Follow target. /// This vcam's Follow value. /// The same value, or the parent's if null and a parent exists. public Transform ResolveFollow(Transform localFollow) { Transform follow = localFollow; if (follow == null && ParentCamera != null) follow = ParentCamera.Follow; // Parent provides default return follow; } private int m_QueuePriority = int.MaxValue; private void UpdateVcamPoolStatus() { CinemachineCore.Instance.RemoveActiveCamera(this); if (m_parentVcam == null && isActiveAndEnabled) CinemachineCore.Instance.AddActiveCamera(this); m_QueuePriority = m_Priority; } /// When multiple virtual cameras have the highest priority, there is /// sometimes the need to push one to the top, making it the current Live camera if /// it shares the highest priority in the queue with its peers. /// /// This happens automatically when a /// new vcam is enabled: the most recent one goes to the top of the priority subqueue. /// Use this method to push a vcam to the top of its priority peers. /// If it and its peers share the highest priority, then this vcam will become Live. public void MoveToTopOfPrioritySubqueue() { UpdateVcamPoolStatus(); // Force a re-sort } /// This is called to notify the component that a target got warped, /// so that the component can update its internal state to make the camera /// also warp seamlessy. /// The object that was warped /// The amount the target's position changed public virtual void OnTargetObjectWarped(Transform target, Vector3 positionDelta) { // inform the extensions if (mExtensions != null) { for (int i = 0; i < mExtensions.Count; ++i) mExtensions[i].OnTargetObjectWarped(target, positionDelta); } } /// /// Force the virtual camera to assume a given position and orientation /// /// Worldspace pposition to take /// Worldspace orientation to take public virtual void ForceCameraPosition(Vector3 pos, Quaternion rot) { // inform the extensions if (mExtensions != null) { for (int i = 0; i < mExtensions.Count; ++i) mExtensions[i].ForceCameraPosition(pos, rot); } } // Doesn't really belong here but putting it here to avoid changing // the API (belongs in the caller of CreateBlend). GML todo: Fix in next version. float m_blendStartPosition; // This is a total hack, because of missing API call. GML todo: Fix in next version. bool GetInheritPosition(ICinemachineCamera cam) { if (cam is CinemachineVirtualCamera) return (cam as CinemachineVirtualCamera).m_Transitions.m_InheritPosition; if (cam is CinemachineFreeLook) return (cam as CinemachineFreeLook).m_Transitions.m_InheritPosition; return false; } /// Create a blend between 2 virtual cameras, taking into account /// any existing active blend, with special case handling if the new blend is /// effectively an undo of the current blend /// Outgoing virtual camera /// Incoming virtual camera /// Definition of the blend to create /// The current active blend /// The new blend protected CinemachineBlend CreateBlend( ICinemachineCamera camA, ICinemachineCamera camB, CinemachineBlendDefinition blendDef, CinemachineBlend activeBlend) { if (blendDef.BlendCurve == null || blendDef.BlendTime <= 0 || (camA == null && camB == null)) { m_blendStartPosition = 0; return null; } if (activeBlend != null) { // Special case: if backing out of a blend-in-progress // with the same blend in reverse, adjust the blend time // to cancel out the progress made in the opposite direction if (activeBlend != null && !activeBlend.IsComplete && activeBlend.CamA == camB && activeBlend.CamB == camA) { // How far have we blended? That is what we must undo var progress = m_blendStartPosition + (1 - m_blendStartPosition) * activeBlend.TimeInBlend / activeBlend.Duration; blendDef.m_Time *= progress; m_blendStartPosition = 1 - progress; } else m_blendStartPosition = 0; if (GetInheritPosition(camB)) camA = null; // otherwise we get a pop when camB is moved else camA = new BlendSourceVirtualCamera(activeBlend); } if (camA == null) camA = new StaticPointVirtualCamera(State, "(none)"); return new CinemachineBlend( camA, camB, blendDef.BlendCurve, blendDef.BlendTime, 0); } /// /// Create a camera state based on the current transform of this vcam /// /// Current World Up direction, as provided by the brain /// Lens settings to serve as base, will be combined with lens from brain, if any /// protected CameraState PullStateFromVirtualCamera(Vector3 worldUp, ref LensSettings lens) { CameraState state = CameraState.Default; state.RawPosition = TargetPositionCache.GetTargetPosition(transform); state.RawOrientation = TargetPositionCache.GetTargetRotation(transform); state.ReferenceUp = worldUp; CinemachineBrain brain = CinemachineCore.Instance.FindPotentialTargetBrain(this); if (brain != null) lens.SnapshotCameraReadOnlyProperties(brain.OutputCamera); state.Lens = lens; return state; } private Transform m_CachedFollowTarget; private CinemachineVirtualCameraBase m_CachedFollowTargetVcam; private ICinemachineTargetGroup m_CachedFollowTargetGroup; private Transform m_CachedLookAtTarget; private CinemachineVirtualCameraBase m_CachedLookAtTargetVcam; private ICinemachineTargetGroup m_CachedLookAtTargetGroup; private void InvalidateCachedTargets() { m_CachedFollowTarget = null; m_CachedFollowTargetVcam = null; m_CachedFollowTargetGroup = null; m_CachedLookAtTarget = null; m_CachedLookAtTargetVcam = null; m_CachedLookAtTargetGroup = null; } #if UNITY_EDITOR [UnityEditor.InitializeOnLoad] class OnDomainReload { static OnDomainReload() { #if UNITY_2023_1_OR_NEWER var vcams = FindObjectsByType (FindObjectsInactive.Include, FindObjectsSortMode.None); #elif UNITY_2020_1_OR_NEWER var vcams = FindObjectsOfType(true); #else var vcams = FindObjectsOfType(); #endif foreach (var vcam in vcams) vcam.InvalidateCachedTargets(); } } #endif /// /// This property is true if the Follow target was changed this frame. /// public bool FollowTargetChanged { get; private set; } /// /// This property is true if the LookAttarget was changed this frame. /// public bool LookAtTargetChanged { get; private set; } /// /// Call this from InternalUpdateCameraState() to check for changed /// targets and update the target cache. This is needed for tracking /// when a target object changes. /// protected void UpdateTargetCache() { var target = ResolveFollow(Follow); FollowTargetChanged = target != m_CachedFollowTarget; if (FollowTargetChanged) { m_CachedFollowTarget = target; m_CachedFollowTargetVcam = null; m_CachedFollowTargetGroup = null; if (m_CachedFollowTarget != null) { target.TryGetComponent(out m_CachedFollowTargetVcam); target.TryGetComponent(out m_CachedFollowTargetGroup); } } target = ResolveLookAt(LookAt); LookAtTargetChanged = target != m_CachedLookAtTarget; if (LookAtTargetChanged) { m_CachedLookAtTarget = target; m_CachedLookAtTargetVcam = null; m_CachedLookAtTargetGroup = null; if (target != null) { target.TryGetComponent(out m_CachedLookAtTargetVcam); target.TryGetComponent(out m_CachedLookAtTargetGroup); } } } /// Get Follow target as ICinemachineTargetGroup, /// or null if target is not a ICinemachineTargetGroup public ICinemachineTargetGroup AbstractFollowTargetGroup => m_CachedFollowTargetGroup; /// Get Follow target as CinemachineVirtualCameraBase, /// or null if target is not a CinemachineVirtualCameraBase public CinemachineVirtualCameraBase FollowTargetAsVcam => m_CachedFollowTargetVcam; /// Get LookAt target as ICinemachineTargetGroup, /// or null if target is not a ICinemachineTargetGroup public ICinemachineTargetGroup AbstractLookAtTargetGroup => m_CachedLookAtTargetGroup; /// Get LookAt target as CinemachineVirtualCameraBase, /// or null if target is not a CinemachineVirtualCameraBase public CinemachineVirtualCameraBase LookAtTargetAsVcam => m_CachedLookAtTargetVcam; /// Pre-Serialization handler - delegates to derived classes void ISerializationCallbackReceiver.OnBeforeSerialize() => OnBeforeSerialize(); /// Post-Serialization handler - performs legacy upgrade void ISerializationCallbackReceiver.OnAfterDeserialize() { if (m_StreamingVersion < CinemachineCore.kStreamingVersion) LegacyUpgrade(m_StreamingVersion); m_StreamingVersion = CinemachineCore.kStreamingVersion; } /// /// Override this to handle any upgrades necessitated by a streaming version change /// /// The version that was streamed internal protected virtual void LegacyUpgrade(int streamedVersion) {} internal virtual void OnBeforeSerialize() {} } }