#if !UNITY_2019_3_OR_NEWER #define CINEMACHINE_UNITY_IMGUI #endif using Cinemachine.Utility; using System; using System.Collections.Generic; using UnityEngine; namespace Cinemachine { /// <summary> /// This is a virtual camera "manager" that owns and manages a collection /// of child Virtual Cameras. When the camera goes live, these child vcams /// are enabled, one after another, holding each camera for a designated time. /// Blends between cameras are specified. /// The last camera is held indefinitely. /// </summary> [DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)] [DisallowMultipleComponent] [ExecuteAlways] [ExcludeFromPreset] [AddComponentMenu("Cinemachine/CinemachineBlendListCamera")] [HelpURL(Documentation.BaseURL + "manual/CinemachineBlendListCamera.html")] public class CinemachineBlendListCamera : CinemachineVirtualCameraBase { /// <summary>Default object for the camera children to look at (the aim target), /// if not specified in a child rig. May be empty</summary> [Tooltip("Default object for the camera children to look at (the aim target), if not " + "specified in a child camera. May be empty if all of the children define targets of their own.")] [NoSaveDuringPlay] [VcamTargetProperty] public Transform m_LookAt; /// <summary>Default object for the camera children wants to move with (the body target), /// if not specified in a child rig. May be empty</summary> [Tooltip("Default object for the camera children wants to move with (the body target), " + "if not specified in a child camera. May be empty if all of the children define targets of their own.")] [NoSaveDuringPlay] [VcamTargetProperty] public Transform m_Follow; /// <summary>When enabled, the current camera and blend will be indicated in the game window, for debugging</summary> [Tooltip("When enabled, the current child camera and blend will be indicated in the game window, for debugging")] public bool m_ShowDebugText; /// <summary>When enabled, the child vcams will cycle indefinitely instead of just stopping at the last one</summary> [Tooltip("When enabled, the child vcams will cycle indefinitely instead of just stopping at the last one")] public bool m_Loop; /// <summary>Internal API for the editor. Do not use this field</summary> [SerializeField][HideInInspector][NoSaveDuringPlay] internal CinemachineVirtualCameraBase[] m_ChildCameras; /// <summary>This represents a single entry in the instrunction list of the BlendListCamera.</summary> [Serializable] public struct Instruction { /// <summary>The virtual camera to activate when this instruction becomes active</summary> [Tooltip("The virtual camera to activate when this instruction becomes active")] public CinemachineVirtualCameraBase m_VirtualCamera; /// <summary>How long to wait (in seconds) before activating the next virtual camera in the list (if any)</summary> [Tooltip("How long to wait (in seconds) before activating the next virtual camera in the list (if any)")] public float m_Hold; /// <summary>How to blend to the next virtual camera in the list (if any)</summary> [CinemachineBlendDefinitionProperty] [Tooltip("How to blend to the next virtual camera in the list (if any)")] public CinemachineBlendDefinition m_Blend; }; /// <summary>The set of instructions associating virtual cameras with states. /// The set of instructions for enabling child cameras</summary> [Tooltip("The set of instructions for enabling child cameras.")] public Instruction[] m_Instructions; /// <summary>Gets a brief debug description of this virtual camera, for use when displayiong debug info</summary> public override string Description { get { // Show the active camera and blend if (mActiveBlend != null) return mActiveBlend.Description; ICinemachineCamera vcam = LiveChild; if (vcam == null) return "(none)"; var sb = CinemachineDebug.SBFromPool(); sb.Append("["); sb.Append(vcam.Name); sb.Append("]"); string text = sb.ToString(); CinemachineDebug.ReturnToPool(sb); return text; } } void Reset() { m_LookAt = null; m_Follow = null; m_ShowDebugText = false; m_Loop = false; m_Instructions = null; m_ChildCameras = null; } /// <summary>Get the current "best" child virtual camera, that would be chosen /// if the State Driven Camera were active.</summary> public ICinemachineCamera LiveChild { get; set; } /// <summary>Check whether the vcam a live child of this camera.</summary> /// <param name="vcam">The Virtual Camera to check</param> /// <param name="dominantChildOnly">If truw, will only return true if this vcam is the dominat live child</param> /// <returns>True if the vcam is currently actively influencing the state of this vcam</returns> public override bool IsLiveChild(ICinemachineCamera vcam, bool dominantChildOnly = false) { return vcam == LiveChild || (mActiveBlend != null && mActiveBlend.Uses(vcam)); } /// <summary>The State of the current live child</summary> public override CameraState State { get { return m_State; } } /// <summary>Get the current LookAt target. Returns parent's LookAt if parent /// is non-null and no specific LookAt defined for this camera</summary> override public Transform LookAt { get { return ResolveLookAt(m_LookAt); } set { m_LookAt = value; } } /// <summary>Get the current Follow target. Returns parent's Follow if parent /// is non-null and no specific Follow defined for this camera</summary> override public Transform Follow { get { return ResolveFollow(m_Follow); } set { m_Follow = value; } } /// <summary>This is called to notify the vcam that a target got warped, /// so that the vcam can update its internal state to make the camera /// also warp seamlessy.</summary> /// <param name="target">The object that was warped</param> /// <param name="positionDelta">The amount the target's position changed</param> public override void OnTargetObjectWarped(Transform target, Vector3 positionDelta) { UpdateListOfChildren(); foreach (var vcam in m_ChildCameras) vcam.OnTargetObjectWarped(target, positionDelta); base.OnTargetObjectWarped(target, positionDelta); } /// <summary> /// Force the virtual camera to assume a given position and orientation /// </summary> /// <param name="pos">Worldspace pposition to take</param> /// <param name="rot">Worldspace orientation to take</param> public override void ForceCameraPosition(Vector3 pos, Quaternion rot) { UpdateListOfChildren(); foreach (var vcam in m_ChildCameras) vcam.ForceCameraPosition(pos, rot); base.ForceCameraPosition(pos, rot); } /// <summary>Notification that this virtual camera is going live.</summary> /// <param name="fromCam">The camera being deactivated. May be null.</param> /// <param name="worldUp">Default world Up, set by the CinemachineBrain</param> /// <param name="deltaTime">Delta time for time-based effects (ignore if less than or equal to 0)</param> public override void OnTransitionFromCamera( ICinemachineCamera fromCam, Vector3 worldUp, float deltaTime) { base.OnTransitionFromCamera(fromCam, worldUp, deltaTime); InvokeOnTransitionInExtensions(fromCam, worldUp, deltaTime); mActivationTime = CinemachineCore.CurrentTime; mCurrentInstruction = 0; LiveChild = null; mActiveBlend = null; m_TransitioningFrom = fromCam; InternalUpdateCameraState(worldUp, deltaTime); } ICinemachineCamera m_TransitioningFrom; /// <summary>Called by CinemachineCore at designated update time /// so the vcam can position itself and track its targets. This implementation /// updates all the children, chooses the best one, and implements any required blending.</summary> /// <param name="worldUp">Default world Up, set by the CinemachineBrain</param> /// <param name="deltaTime">Delta time for time-based effects (ignore if less than or equal to 0)</param> public override void InternalUpdateCameraState(Vector3 worldUp, float deltaTime) { if (!PreviousStateIsValid) { mCurrentInstruction = -1; mActiveBlend = null; } UpdateListOfChildren(); AdvanceCurrentInstruction(deltaTime); CinemachineVirtualCameraBase best = null; if (mCurrentInstruction >= 0 && mCurrentInstruction < m_Instructions.Length) best = m_Instructions[mCurrentInstruction].m_VirtualCamera; if (best != null) { if (!best.gameObject.activeInHierarchy) { best.gameObject.SetActive(true); best.UpdateCameraState(worldUp, deltaTime); } ICinemachineCamera previousCam = LiveChild; LiveChild = best; // Are we transitioning cameras? if (previousCam != LiveChild && LiveChild != null) { // Notify incoming camera of transition LiveChild.OnTransitionFromCamera(previousCam, worldUp, deltaTime); // Generate Camera Activation event in the brain if live CinemachineCore.Instance.GenerateCameraActivationEvent(LiveChild, previousCam); if (previousCam != null) { // Create a blend (will be null if a cut) mActiveBlend = CreateBlend( previousCam, LiveChild, m_Instructions[mCurrentInstruction].m_Blend, mActiveBlend); // If cutting, generate a camera cut event if live if (mActiveBlend == null || !mActiveBlend.Uses(previousCam)) CinemachineCore.Instance.GenerateCameraCutEvent(LiveChild); } } } // Advance the current blend (if any) if (mActiveBlend != null) { mActiveBlend.TimeInBlend += (deltaTime >= 0) ? deltaTime : mActiveBlend.Duration; if (mActiveBlend.IsComplete) mActiveBlend = null; } if (mActiveBlend != null) { mActiveBlend.UpdateCameraState(worldUp, deltaTime); m_State = mActiveBlend.State; } else if (LiveChild != null) { if (m_TransitioningFrom != null) LiveChild.OnTransitionFromCamera(m_TransitioningFrom, worldUp, deltaTime); m_State = LiveChild.State; } m_TransitioningFrom = null; InvokePostPipelineStageCallback( this, CinemachineCore.Stage.Finalize, ref m_State, deltaTime); PreviousStateIsValid = true; } /// <summary>Makes sure the internal child cache is up to date</summary> protected override void OnEnable() { base.OnEnable(); InvalidateListOfChildren(); LiveChild = null; mActiveBlend = null; CinemachineDebug.OnGUIHandlers -= OnGuiHandler; CinemachineDebug.OnGUIHandlers += OnGuiHandler; } /// <summary> /// Uninstall the GUI handler /// </summary> protected override void OnDisable() { base.OnDisable(); CinemachineDebug.OnGUIHandlers -= OnGuiHandler; } /// <summary>Makes sure the internal child cache is up to date</summary> void OnTransformChildrenChanged() { InvalidateListOfChildren(); } /// Will only be called if Unity Editor - never in build private void OnGuiHandler() { #if CINEMACHINE_UNITY_IMGUI if (!m_ShowDebugText) CinemachineDebug.ReleaseScreenPos(this); else { var sb = CinemachineDebug.SBFromPool(); sb.Append(Name); sb.Append(": "); sb.Append(Description); string text = sb.ToString(); Rect r = CinemachineDebug.GetScreenPos(this, text, GUI.skin.box); GUI.Label(r, text, GUI.skin.box); CinemachineDebug.ReturnToPool(sb); } #endif } CameraState m_State = CameraState.Default; /// <summary>The list of child cameras. These are just the immediate children in the hierarchy.</summary> public CinemachineVirtualCameraBase[] ChildCameras { get { UpdateListOfChildren(); return m_ChildCameras; }} /// <summary>Is there a blend in progress?</summary> public bool IsBlending { get { return mActiveBlend != null; } } /// <summary>The time at which the current instruction went live</summary> float mActivationTime = -1; int mCurrentInstruction = 0; private CinemachineBlend mActiveBlend = null; void InvalidateListOfChildren() { m_ChildCameras = null; LiveChild = null; } void UpdateListOfChildren() { if (m_ChildCameras != null) return; List<CinemachineVirtualCameraBase> list = new List<CinemachineVirtualCameraBase>(); CinemachineVirtualCameraBase[] kids = GetComponentsInChildren<CinemachineVirtualCameraBase>(true); foreach (CinemachineVirtualCameraBase k in kids) if (k.transform.parent == transform) list.Add(k); m_ChildCameras = list.ToArray(); ValidateInstructions(); } /// <summary>Internal API for the inspector editor.</summary> /// // GML todo: make this private, part of UpdateListOfChildren() internal void ValidateInstructions() { if (m_Instructions == null) m_Instructions = Array.Empty<Instruction>(); for (int i = 0; i < m_Instructions.Length; ++i) { if (m_Instructions[i].m_VirtualCamera != null && m_Instructions[i].m_VirtualCamera.transform.parent != transform) { m_Instructions[i].m_VirtualCamera = null; } } mActiveBlend = null; } private void AdvanceCurrentInstruction(float deltaTime) { if (m_ChildCameras == null || m_ChildCameras.Length == 0 || mActivationTime < 0 || m_Instructions.Length == 0) { mActivationTime = -1; mCurrentInstruction = -1; mActiveBlend = null; return; } float now = CinemachineCore.CurrentTime; if (mCurrentInstruction < 0 || deltaTime < 0) { mActivationTime = now; mCurrentInstruction = 0; } if (mCurrentInstruction > m_Instructions.Length - 1) { mActivationTime = now; mCurrentInstruction = m_Instructions.Length - 1; } var holdTime = m_Instructions[mCurrentInstruction].m_Hold + m_Instructions[mCurrentInstruction].m_Blend.BlendTime; var minHold = mCurrentInstruction < m_Instructions.Length - 1 || m_Loop ? 0 : float.MaxValue; if (now - mActivationTime > Mathf.Max(minHold, holdTime)) { mActivationTime = now; ++mCurrentInstruction; if (m_Loop && mCurrentInstruction == m_Instructions.Length) mCurrentInstruction = 0; } } } }