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2026-01-08 16:50:20 +00:00
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
namespace Unity.Cinemachine
{
/// <summary>
/// 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 CinemachineCamera, or meta-cameras such as
/// CinemachineClearShot or CinemachineBlendListCamera.
///
/// A CinemachineVirtualCameraBase exposes an OutputChannel 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.
/// </summary>
public abstract class CinemachineVirtualCameraBase : MonoBehaviour, ICinemachineCamera
{
/// <summary>
/// Priority can be used to control which Cm Camera is live when multiple CM Cameras are
/// active simultaneously. The most-recently-activated CinemachineCamera will take control, unless there
/// is another Cm Camera active with a higher priority. In general, the most-recently-activated
/// highest-priority CinemachineCamera will control the main camera.
///
/// The default priority value is 0. Often it is sufficient to leave the default setting.
/// In special cases where you want a CinemachineCamera to have a higher or lower priority value than 0, you can set it here.
/// </summary>
[NoSaveDuringPlay]
[Tooltip("Priority can be used to control which Cm Camera is live when multiple CM Cameras are "
+ "active simultaneously. The most-recently-activated CinemachineCamera will take control, unless there "
+ "is another Cm Camera active with a higher priority. In general, the most-recently-activated "
+ "highest-priority CinemachineCamera will control the main camera. \n\n"
+ "The default priority is value 0. Often it is sufficient to leave the default setting. "
+ "In special cases where you want a CinemachineCamera to have a higher or lower priority value than 0, you can set it here.")]
[EnabledProperty(toggleText: "(using default)")]
public PrioritySettings Priority = new ();
/// <summary>
/// The output channel functions like Unity layers. Use it to filter the output of CinemachineCameras
/// to different CinemachineBrains, for instance in a multi-screen environemnt.
/// </summary>
[NoSaveDuringPlay]
[Tooltip("The output channel functions like Unity layers. Use it to filter the output of CinemachineCameras "
+ "to different CinemachineBrains, for instance in a multi-screen environemnt.")]
public OutputChannels OutputChannel = OutputChannels.Default;
/// <summary>Helper for upgrading from CM2</summary>
internal protected virtual bool IsDprecated => false;
/// <summary>A sequence number that represents object activation order of vcams.
/// Used for priority sorting.</summary>
internal int ActivationId;
int m_QueuePriority = int.MaxValue;
/// <summary>
/// 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.
/// </summary>
[NonSerialized]
public float FollowTargetAttachment;
/// <summary>
/// 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.
/// </summary>
[NonSerialized]
public float LookAtTargetAttachment;
/// <summary>
/// How often to update a virtual camera when it is in Standby mode
/// </summary>
public enum StandbyUpdateMode
{
/// <summary>Only update if the virtual camera is Live</summary>
Never,
/// <summary>Update the virtual camera every frame, even when it is not Live</summary>
Always,
/// <summary>Update the virtual camera occasionally, the exact frequency depends
/// on how many other virtual cameras are in Standby</summary>
RoundRobin
};
/// <summary>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.
/// </summary>
[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.")]
[FormerlySerializedAs("m_StandbyUpdate")]
public StandbyUpdateMode StandbyUpdate = StandbyUpdateMode.RoundRobin;
// Cache for GameObject name, to avoid GC allocs
[NonSerialized] string m_CachedName;
[NonSerialized] bool m_WasStarted;
[NonSerialized] bool m_ChildStatusUpdated = false;
[NonSerialized] CinemachineVirtualCameraBase m_ParentVcam = null;
[NonSerialized] Transform m_CachedFollowTarget;
[NonSerialized] CinemachineVirtualCameraBase m_CachedFollowTargetVcam;
[NonSerialized] ICinemachineTargetGroup m_CachedFollowTargetGroup;
[NonSerialized] Transform m_CachedLookAtTarget;
[NonSerialized] CinemachineVirtualCameraBase m_CachedLookAtTargetVcam;
[NonSerialized] ICinemachineTargetGroup m_CachedLookAtTargetGroup;
//============================================================================
// Legacy streaming support
[HideInInspector, SerializeField, NoSaveDuringPlay]
int m_StreamingVersion;
/// <summary>
/// Override this to handle any upgrades necessitated by a streaming version change.
/// Note that since this method is not called from the main thread, there are many things
/// it cannot do, including checking a unity object for null.
/// </summary>
/// <param name="streamedVersion">The version that was streamed</param>
internal protected virtual void PerformLegacyUpgrade(int streamedVersion)
{
if (streamedVersion < 20220601)
{
if (m_LegacyPriority != 0)
{
Priority.Value = m_LegacyPriority;
m_LegacyPriority = 0;
}
}
}
[HideInInspector, SerializeField, NoSaveDuringPlay, FormerlySerializedAs("m_Priority")]
int m_LegacyPriority = 0;
//============================================================================
/// <summary>
/// Query components and extensions for the maximum damping time.
/// Base class implementation queries extensions.
/// Only used in editor for timeline scrubbing.
/// </summary>
/// <returns>Highest damping setting in this vcam</returns>
public virtual float GetMaxDampTime()
{
float maxDamp = 0;
if (Extensions != null)
for (int i = 0; i < Extensions.Count; ++i)
maxDamp = Mathf.Max(maxDamp, Extensions[i].GetMaxDampTime());
return maxDamp;
}
/// <summary>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()</summary>
/// <param name="initial">The amount that will be damped</param>
/// <param name="dampTime">The rate of damping. This is the time it would
/// take to reduce the original amount to a negligible percentage</param>
/// <param name="deltaTime">The time over which to damp</param>
/// <returns>The damped amount. This will be the original amount scaled by
/// a value between 0 and 1.</returns>
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);
}
/// <summary>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()</summary>
/// <param name="initial">The amount that will be damped</param>
/// <param name="dampTime">The rate of damping. This is the time it would
/// take to reduce the original amount to a negligible percentage</param>
/// <param name="deltaTime">The time over which to damp</param>
/// <returns>The damped amount. This will be the original amount scaled by
/// a value between 0 and 1.</returns>
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);
}
/// <summary>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()</summary>
/// <param name="initial">The amount that will be damped</param>
/// <param name="dampTime">The rate of damping. This is the time it would
/// take to reduce the original amount to a negligible percentage</param>
/// <param name="deltaTime">The time over which to damp</param>
/// <returns>The damped amount. This will be the original amount scaled by
/// a value between 0 and 1.</returns>
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);
}
/// <summary>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()</summary>
/// <param name="initial">The amount that will be damped</param>
/// <param name="dampTime">The rate of damping. This is the time it would
/// take to reduce the original amount to a negligible percentage</param>
/// <param name="deltaTime">The time over which to damp</param>
/// <returns>The damped amount. This will be the original amount scaled by
/// a value between 0 and 1.</returns>
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);
}
/// <summary>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()</summary>
/// <param name="initial">The amount that will be damped</param>
/// <param name="dampTime">The rate of damping. This is the time it would
/// take to reduce the original amount to a negligible percentage</param>
/// <param name="deltaTime">The time over which to damp</param>
/// <returns>The damped amount. This will be the original amount scaled by
/// a value between 0 and 1.</returns>
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);
}
/// <summary>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()</summary>
/// <param name="initial">The amount that will be damped</param>
/// <param name="dampTime">The rate of damping. This is the time it would
/// take to reduce the original amount to a negligible percentage</param>
/// <param name="deltaTime">The time over which to damp</param>
/// <returns>The damped amount. This will be the original amount scaled by
/// a value between 0 and 1.</returns>
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);
}
/// <summary>
/// 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.
/// </summary>
/// <param name="extension">The extension to add.</param>
internal void AddExtension(CinemachineExtension extension)
{
if (Extensions == null)
Extensions = new List<CinemachineExtension>();
else
Extensions.Remove(extension);
Extensions.Add(extension);
}
/// <summary>Remove a Pipeline stage hook callback.</summary>
/// <param name="extension">The extension to remove.</param>
internal void RemoveExtension(CinemachineExtension extension)
{
if (Extensions != null)
Extensions.Remove(extension);
}
/// <summary> The extensions connected to this vcam</summary>
internal List<CinemachineExtension> Extensions { get; private set; }
/// <summary>
/// Invokes the PostPipelineStageDelegate for this camera, and up the hierarchy for all
/// parent cameras (if any).
/// Implementation must be sure to call this after each pipeline stage, to allow
/// other services to hook into the pipeline.
/// See CinemachineCore.Stage.
/// </summary>
/// <param name="vcam">The virtual camera being processed</param>
/// <param name="stage">The current pipeline stage</param>
/// <param name="newState">The current virtual camera state</param>
/// <param name="deltaTime">The current applicable deltaTime</param>
protected void InvokePostPipelineStageCallback(
CinemachineVirtualCameraBase vcam, CinemachineCore.Stage stage,
ref CameraState newState, float deltaTime)
{
if (Extensions != null)
{
for (int i = 0; i < Extensions.Count; ++i)
{
var e = Extensions[i];
if (e == null)
{
// Object was deleted (possibly because of Undo in the editor)
Extensions.RemoveAt(i);
--i;
}
else if (e.enabled)
e.InvokePostPipelineStageCallback(vcam, stage, ref newState, deltaTime);
}
}
if (ParentCamera is CinemachineVirtualCameraBase vcamParent)
vcamParent.InvokePostPipelineStageCallback(vcam, stage, ref newState, deltaTime);
}
/// <summary>
/// Invokes the PrePipelineMutateCameraStateCallback for this camera,
/// and up the hierarchy for all parent cameras (if any).
/// Implementation must be sure to call this after each pipeline stage, to allow
/// other services to hook into the pipeline.
/// See CinemachineCore.Stage.
/// </summary>
/// <param name="vcam">The virtual camera being processed</param>
/// <param name="newState">The current virtual camera state</param>
/// <param name="deltaTime">The current applicable deltaTime</param>
protected void InvokePrePipelineMutateCameraStateCallback(
CinemachineVirtualCameraBase vcam, ref CameraState newState, float deltaTime)
{
if (Extensions != null)
{
for (int i = 0; i < Extensions.Count; ++i)
{
var e = Extensions[i];
if (e == null)
{
// Object was deleted (possibly because of Undo in the editor)
Extensions.RemoveAt(i);
--i;
}
else if (e.enabled)
e.PrePipelineMutateCameraStateCallback(vcam, ref newState, deltaTime);
}
}
if (ParentCamera is CinemachineVirtualCameraBase vcamParent)
vcamParent.InvokePrePipelineMutateCameraStateCallback(vcam, ref newState, deltaTime);
}
/// <summary>
/// Invokes the OnTransitionFromCamera for all extensions on this camera
/// </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>
/// <returns>True to request a vcam update of internal state</returns>
protected bool InvokeOnTransitionInExtensions(
ICinemachineCamera fromCam, Vector3 worldUp, float deltaTime)
{
bool forceUpdate = false;
if (Extensions != null)
{
for (int i = 0; i < Extensions.Count; ++i)
{
var e = Extensions[i];
if (e == null)
{
// Object was deleted (possibly because of Undo in the editor)
Extensions.RemoveAt(i);
--i;
}
else if (e.enabled && e.OnTransitionFromCamera(fromCam, worldUp, deltaTime))
forceUpdate = true;
}
}
return forceUpdate;
}
/// <summary>Get the name of the Virtual Camera. Base implementation
/// returns a cache of the owner GameObject's name.</summary>
public string Name
{
get
{
#if UNITY_EDITOR
// Allow vcam name changes when not playing
if (!Application.isPlaying)
m_CachedName = null;
#endif
m_CachedName ??= IsValid ? name : "(deleted)";
return m_CachedName;
}
}
/// <summary>Gets a brief debug description of this virtual camera, for use when displaying debug info</summary>
public virtual string Description => "";
/// <summary>Returns false if the object has been deleted</summary>
public bool IsValid => !(this == null);
/// <summary>The CameraState object holds all of the information
/// necessary to position the Unity camera. It is the output of this class.</summary>
public abstract CameraState State { get; }
/// <summary>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.</summary>
public ICinemachineMixer ParentCamera
{
get
{
if (!m_ChildStatusUpdated || !Application.isPlaying)
UpdateStatusAsChild();
return m_ParentVcam as ICinemachineMixer;
}
}
/// <summary>Get the LookAt target for the Aim component in the Cinemachine pipeline.</summary>
public abstract Transform LookAt { get; set; }
/// <summary>Get the Follow target for the Body component in the Cinemachine pipeline.</summary>
public abstract Transform Follow { get; set; }
/// <summary>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.</summary>
public virtual bool PreviousStateIsValid { get; set; }
/// <summary>
/// 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.
/// </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 0)</param>
public void UpdateCameraState(Vector3 worldUp, float deltaTime)
{
CameraUpdateManager.UpdateVirtualCamera(this, worldUp, deltaTime);
}
/// <summary>Internal use only.
/// 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</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 0)</param>
public abstract void InternalUpdateCameraState(Vector3 worldUp, float deltaTime);
/// <inheritdoc />
public virtual void OnCameraActivated(ICinemachineCamera.ActivationEventParams evt)
{
if (evt.IncomingCamera == (ICinemachineCamera)this)
OnTransitionFromCamera(evt.OutgoingCamera, evt.WorldUp, evt.DeltaTime);
}
// GML todo: get rid of OnTransitionFromCamera
/// <summary>Notification that this virtual camera is going live.
/// Base class implementation must be called by any overridden method.</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 virtual void OnTransitionFromCamera(
ICinemachineCamera fromCam, Vector3 worldUp, float deltaTime)
{
if (!gameObject.activeInHierarchy)
PreviousStateIsValid = false;
}
/// <summary>
/// Called on inactive object when being artificially activated by timeline.
/// This is necessary because Awake() isn't called on inactive gameObjects.
/// </summary>
internal void EnsureStarted()
{
if (!m_WasStarted)
{
m_WasStarted = true;
// Perform legacy upgrade if necessary
if (m_StreamingVersion < CinemachineCore.kStreamingVersion)
PerformLegacyUpgrade(m_StreamingVersion);
m_StreamingVersion = CinemachineCore.kStreamingVersion;
var extensions = GetComponentsInChildren<CinemachineExtension>();
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[];
for (int i = 0; i < vcams.Length; ++i)
vcams[i].LookAtTargetChanged = vcams[i].FollowTargetChanged = true;
}
#endif
/// <summary>Base class implementation makes sure the priority queue remains up-to-date.</summary>
protected virtual void OnTransformParentChanged()
{
CameraUpdateManager.CameraDisabled(this);
CameraUpdateManager.CameraEnabled(this);
UpdateStatusAsChild();
UpdateVcamPoolStatus();
}
/// <summary>Maintains the global vcam registry. Always call the base class implementation.</summary>
protected virtual void OnDestroy()
{
CameraUpdateManager.CameraDestroyed(this);
}
/// <summary>Derived classes should call base class implementation.</summary>
protected virtual void Start()
{
m_WasStarted = true;
// Perform legacy upgrade if necessary
if (m_StreamingVersion < CinemachineCore.kStreamingVersion)
PerformLegacyUpgrade(m_StreamingVersion);
m_StreamingVersion = CinemachineCore.kStreamingVersion;
}
/// <summary>Base class implementation adds the virtual camera from the priority queue.</summary>
protected virtual void OnEnable()
{
UpdateStatusAsChild();
UpdateVcamPoolStatus(); // Add to queue
if (!CinemachineCore.IsLive(this))
PreviousStateIsValid = false;
CameraUpdateManager.CameraEnabled(this);
InvalidateCachedTargets();
// Sanity check - if another vcam component is enabled, shut down
var vcamComponents = GetComponents<CinemachineVirtualCameraBase>();
for (int i = 0; i < vcamComponents.Length; ++i)
{
if (vcamComponents[i].enabled && vcamComponents[i] != this)
{
var toDeprecate = vcamComponents[i].IsDprecated ? vcamComponents[i] : this;
if (!toDeprecate.IsDprecated)
Debug.LogWarning(Name
+ " has multiple CinemachineVirtualCameraBase-derived components. Disabling "
+ toDeprecate.GetType().Name);
toDeprecate.enabled = false;
}
}
}
/// <summary>Base class implementation makes sure the priority queue remains up-to-date.</summary>
protected virtual void OnDisable()
{
UpdateVcamPoolStatus(); // Remove from queue
CameraUpdateManager.CameraDisabled(this);
}
/// <summary>Base class implementation makes sure the priority queue remains up-to-date.</summary>
protected virtual void Update()
{
if (Priority.Value != m_QueuePriority)
UpdateVcamPoolStatus(); // Force a re-sort
}
void UpdateStatusAsChild()
{
m_ChildStatusUpdated = true;
m_ParentVcam = null;
Transform p = transform.parent;
if (p != null)
p.TryGetComponent(out m_ParentVcam);
}
/// <summary>Returns this vcam's LookAt target, or if that is null, will return
/// the parent vcam's LookAt target.</summary>
/// <param name="localLookAt">This vcam's LookAt value.</param>
/// <returns>The same value, or the parent's if null and a parent exists.</returns>
public Transform ResolveLookAt(Transform localLookAt)
{
Transform lookAt = localLookAt;
if (lookAt == null && ParentCamera is CinemachineVirtualCameraBase vcamParent)
lookAt = vcamParent.LookAt; // Parent provides default
return lookAt;
}
/// <summary>Returns this vcam's Follow target, or if that is null, will retrun
/// the parent vcam's Follow target.</summary>
/// <param name="localFollow">This vcam's Follow value.</param>
/// <returns>The same value, or the parent's if null and a parent exists.</returns>
public Transform ResolveFollow(Transform localFollow)
{
Transform follow = localFollow;
if (follow == null && ParentCamera is CinemachineVirtualCameraBase vcamParent)
follow = vcamParent.Follow; // Parent provides default
return follow;
}
void UpdateVcamPoolStatus()
{
CameraUpdateManager.RemoveActiveCamera(this);
if (m_ParentVcam == null && isActiveAndEnabled)
CameraUpdateManager.AddActiveCamera(this);
m_QueuePriority = Priority.Value;
}
/// <summary>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 sub-queue.
/// 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.</summary>
[Obsolete("Please use Prioritize()")]
public void MoveToTopOfPrioritySubqueue() => Prioritize();
/// <summary>When multiple Cm 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 CinemachineCamera is enabled: the most recent one goes to the top of the priority sub-queue.
/// Use this method to push a camera to the top of its priority peers.
/// If it and its peers share the highest priority, then this vcam will become Live.</summary>
public void Prioritize() => UpdateVcamPoolStatus(); // Force a re-sort
/// <summary>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 seamlessly.</summary>
/// <param name="target">The object that was warped</param>
/// <param name="positionDelta">The amount the target's position changed</param>
public virtual void OnTargetObjectWarped(Transform target, Vector3 positionDelta)
=> OnTargetObjectWarped(this, target, positionDelta);
void OnTargetObjectWarped(CinemachineVirtualCameraBase vcam, Transform target, Vector3 positionDelta)
{
// inform the extensions
var count = Extensions?.Count;
for (int i = 0; i < count; ++i)
Extensions[i].OnTargetObjectWarped(vcam, target, positionDelta);
if (ParentCamera is CinemachineVirtualCameraBase vcamParent)
vcamParent.OnTargetObjectWarped(vcam, target, positionDelta);
}
/// <summary>
/// Force the virtual camera to assume a given position and orientation
/// </summary>
/// <param name="pos">World-space position to take</param>
/// <param name="rot">World-space orientation to take</param>
public virtual void ForceCameraPosition(Vector3 pos, Quaternion rot) => ForceCameraPosition(this, pos, rot);
void ForceCameraPosition(CinemachineVirtualCameraBase vcam, Vector3 pos, Quaternion rot)
{
// inform the extensions
var count = Extensions?.Count;
for (int i = 0; i < count; ++i)
{
Extensions[i].ForceCameraPosition(vcam, pos, rot);
Extensions[i].ForceCameraPosition(pos, rot); // call the obsolete API in order to not break old client code
}
if (ParentCamera is CinemachineVirtualCameraBase vcamParent)
vcamParent.ForceCameraPosition(vcam, pos, rot);
PreviousStateIsValid = true;
}
/// <summary>
/// Create a camera state based on the current transform of this vcam
/// </summary>
/// <param name="worldUp">Current World Up direction, as provided by the brain</param>
/// <param name="lens">Lens settings to serve as base, will be combined with lens from brain, if any</param>
/// <returns>A CameraState based on the current transform of this vcam.</returns>
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.FindPotentialTargetBrain(this);
if (brain != null && brain.OutputCamera != null)
lens.PullInheritedPropertiesFromCamera(brain.OutputCamera);
state.Lens = lens;
return state;
}
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<CinemachineVirtualCameraBase>
(FindObjectsInactive.Include, FindObjectsSortMode.None);
#else
var vcams = FindObjectsOfType<CinemachineVirtualCameraBase>(true);
#endif
for (int i = 0; i < vcams.Length; ++i)
vcams[i].InvalidateCachedTargets();
}
}
#endif
/// <summary>
/// This property is true if the Follow target was changed this frame.
/// </summary>
public bool FollowTargetChanged { get; private set; }
/// <summary>
/// This property is true if the LookAt was changed this frame.
/// </summary>
public bool LookAtTargetChanged { get; private set; }
/// <summary>
/// Call this from InternalUpdateCameraState() to check for changed
/// targets and update the target cache. This is needed for tracking
/// when a target object changes.
/// </summary>
public 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);
}
}
}
/// <summary>Get Follow target as ICinemachineTargetGroup,
/// or null if target is not a ICinemachineTargetGroup</summary>
public ICinemachineTargetGroup FollowTargetAsGroup => m_CachedFollowTargetGroup;
/// <summary>Get Follow target as CinemachineVirtualCameraBase,
/// or null if target is not a CinemachineVirtualCameraBase</summary>
public CinemachineVirtualCameraBase FollowTargetAsVcam => m_CachedFollowTargetVcam;
/// <summary>Get LookAt target as ICinemachineTargetGroup,
/// or null if target is not a ICinemachineTargetGroup</summary>
public ICinemachineTargetGroup LookAtTargetAsGroup => m_CachedLookAtTargetGroup;
/// <summary>Get LookAt target as CinemachineVirtualCameraBase,
/// or null if target is not a CinemachineVirtualCameraBase</summary>
public CinemachineVirtualCameraBase LookAtTargetAsVcam => m_CachedLookAtTargetVcam;
/// <summary>Get the component set for a specific stage in the pipeline.</summary>
/// <param name="stage">The stage for which we want the component</param>
/// <returns>The Cinemachine component for that stage, or null if not present.</returns>
public virtual CinemachineComponentBase GetCinemachineComponent(CinemachineCore.Stage stage) => null;
/// <summary>Returns true if this camera is currently live for some CinemachineBrain.</summary>
public bool IsLive => CinemachineCore.IsLive(this);
/// <summary>Check to see whether this camera is currently participating in a blend
/// within its parent manager or in a CinemacineBrain</summary>
/// <returns>True if the camera is participating in a blend</returns>
public bool IsParticipatingInBlend()
{
if (IsLive)
{
var parent = ParentCamera as CinemachineCameraManagerBase;
if (parent != null)
return (parent.ActiveBlend != null && parent.ActiveBlend.Uses(this)) || parent.IsParticipatingInBlend();
var brain = CinemachineCore.FindPotentialTargetBrain(this);
if (brain != null)
return brain.ActiveBlend != null && brain.ActiveBlend.Uses(this);
}
return false;
}
/// <summary>
/// Temporarily cancel damping for this frame. The camera will sanp to its target
/// position when it is updated.
/// </summary>
/// <param name="updateNow">If true, snap the camera to its target immediately, otherwise wait
/// until the end of the frame when cameras are normally updated.</param>
public void CancelDamping(bool updateNow = false)
{
PreviousStateIsValid = false;
if (updateNow)
{
var up = State.ReferenceUp;
var brain = CinemachineCore.FindPotentialTargetBrain(this);
if (brain != null)
up = brain.DefaultWorldUp;
InternalUpdateCameraState(up, -1);
}
}
}
}