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GameDevTVObstacleDodge/Library/PackageCache/com.unity.cinemachine@5342685532bb/Editor/Obsolete/CinemachineVirtualCameraEditor.cs

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2026-01-08 16:50:20 +00:00
#if !CINEMACHINE_NO_CM2_SUPPORT
using UnityEngine;
using UnityEditor;
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Linq;
namespace Unity.Cinemachine.Editor
{
[Obsolete]
[CustomEditor(typeof(CinemachineVirtualCamera))]
[CanEditMultipleObjects]
class CinemachineVirtualCameraEditor : CinemachineVirtualCameraBaseEditor<CinemachineVirtualCamera>
{
VcamStageEditorPipeline m_PipelineSet = new VcamStageEditorPipeline();
[MenuItem("CONTEXT/CinemachineVirtualCamera/Adopt Game View Camera Settings")]
static void AdoptGameViewCameraSettings(MenuCommand command)
{
var vcam = command.context as CinemachineVirtualCamera;
var brain = CinemachineCore.FindPotentialTargetBrain(vcam);
if (brain != null)
{
vcam.m_Lens.SetFromLensSettings(brain.State.Lens);
vcam.transform.SetPositionAndRotation(brain.transform.position, brain.transform.rotation);
}
}
[MenuItem("CONTEXT/CinemachineVirtualCamera/Adopt Scene View Camera Settings")]
static void AdoptSceneViewCameraSettings(MenuCommand command)
{
var vcam = command.context as CinemachineVirtualCamera;
vcam.m_Lens.SetFromLensSettings(CinemachineMenu.MatchSceneViewCamera(vcam.transform));
}
/// <summary>Get the property names to exclude in the inspector.
/// Implementation should call the base class implementation</summary>
/// <param name="excluded">Add the names to this list</param>
protected override void GetExcludedPropertiesInInspector(List<string> excluded)
{
base.GetExcludedPropertiesInInspector(excluded);
if (Target.m_ExcludedPropertiesInInspector != null)
excluded.AddRange(Target.m_ExcludedPropertiesInInspector);
}
protected override void OnEnable()
{
base.OnEnable();
Undo.undoRedoPerformed += ResetTargetOnUndo;
m_PipelineSet.Initialize(
// GetComponent
(stage, result) =>
{
int numNullComponents = 0;
foreach (var obj in targets)
{
var vcam = obj as CinemachineVirtualCamera;
if (vcam != null)
{
var c = vcam.GetCinemachineComponent(stage);
if (c != null)
result.Add(c);
else
++numNullComponents;
}
}
return numNullComponents;
},
// SetComponent
(stage, type) =>
{
Undo.SetCurrentGroupName("Cinemachine pipeline change");
foreach (var obj in targets)
{
var vcam = obj as CinemachineVirtualCamera;
Transform owner = vcam == null ? null : vcam.GetComponentOwner();
if (owner == null)
continue; // maybe it's a prefab
var c = vcam.GetCinemachineComponent(stage);
if (c != null && c.GetType() == type)
continue;
if (c != null)
{
Undo.DestroyObjectImmediate(c);
vcam.InvalidateComponentPipeline();
}
if (type != null)
{
Undo.AddComponent(owner.gameObject, type);
vcam.InvalidateComponentPipeline();
}
}
});
// We only look at the first target here, on purpose
if (Target != null && Target.m_LockStageInInspector != null)
foreach (var s in Target.m_LockStageInInspector)
m_PipelineSet.SetStageIsLocked(s);
}
protected override void OnDisable()
{
Undo.undoRedoPerformed -= ResetTargetOnUndo;
m_PipelineSet.Shutdown();
base.OnDisable();
}
void OnSceneGUI()
{
m_PipelineSet.OnSceneGUI(); // call hidden editors' OnSceneGUI
}
public override void OnInspectorGUI()
{
if (Target.GetComponentOwner() == null)
{
EditorGUILayout.HelpBox(
"It's not possible to add this component to a prefab instance. "
+ "Instead, you can open the Prefab in Prefab Mode or unpack "
+ "the Prefab instance to remove the Prefab connection.",
MessageType.Error);
return;
}
BeginInspector();
DrawNonExcludedHeaderInInspector();
DrawPropertyInInspector(serializedObject.FindProperty(() => Target.Priority));
DrawPropertyInInspector(serializedObject.FindProperty(() => Target.OutputChannel));
DrawTargetsInInspector(serializedObject.FindProperty(() => Target.m_Follow), serializedObject.FindProperty(() => Target.m_LookAt));
DrawPropertyInInspector(serializedObject.FindProperty(() => Target.StandbyUpdate));
DrawPropertyInInspector(serializedObject.FindProperty(() => Target.m_Lens));
DrawRemainingPropertiesInInspector();
m_PipelineSet.OnInspectorGUI(!IsPropertyExcluded("Header"));
DrawNonExcludedExtensionsWidgetInInspector();
}
void DrawNonExcludedHeaderInInspector()
{
if (!IsPropertyExcluded("Header"))
{
UpgradeManagerInspectorHelpers.IMGUI_DrawUpgradeControls(this, "CinemachineCamera");
DrawCameraStatusInInspector();
DrawGlobalControlsInInspector();
DrawInputProviderButtonInInspector();
ExcludeProperty("Header");
}
}
protected void DrawNonExcludedExtensionsWidgetInInspector()
{
if (!IsPropertyExcluded("Extensions"))
{
DrawExtensionsWidgetInInspector();
ExcludeProperty("Extensions");
}
}
void ResetTargetOnUndo()
{
ResetTarget();
for (int i = 0; i < targets.Length; ++i)
(targets[i] as CinemachineVirtualCamera).InvalidateComponentPipeline();
}
/// <summary>
/// Register with CinemachineVirtualCamera to create the pipeline in an undo-friendly manner
/// </summary>
[InitializeOnLoad]
class CreatePipelineWithUndo
{
static CreatePipelineWithUndo()
{
CinemachineVirtualCamera.CreatePipelineOverride =
(CinemachineVirtualCamera vcam, string name, CinemachineComponentBase[] copyFrom) =>
{
// Recycle existing pipeline child (if any)
GameObject go = null;
foreach (Transform child in vcam.transform)
{
if (child.GetComponent<CinemachinePipeline>() != null)
{
go = child.gameObject;
break;
}
}
if (go == null)
{
// Create a new pipeline - can't do it if prefab instance
if (PrefabUtility.IsPartOfAnyPrefab(vcam.gameObject))
return null;
go = ObjectFactory.CreateGameObject(name);
Undo.RegisterCreatedObjectUndo(go, "created pipeline");
Undo.SetTransformParent(go.transform, vcam.transform, "parenting pipeline");
Undo.AddComponent<CinemachinePipeline>(go);
}
var oldStuff = go.GetComponents<CinemachineComponentBase>();
foreach (var c in oldStuff)
Undo.DestroyObjectImmediate(c);
// If copying, transfer the components
if (copyFrom != null)
{
foreach (Component c in copyFrom)
{
Component copy = Undo.AddComponent(go, c.GetType());
Undo.RecordObject(copy, "copying pipeline");
ReflectionHelpers.CopyFields(c, copy);
}
}
return go.transform;
};
CinemachineVirtualCamera.DestroyPipelineOverride = (GameObject pipeline) =>
{
var oldStuff = pipeline.GetComponents<CinemachineComponentBase>();
foreach (var c in oldStuff)
Undo.DestroyObjectImmediate(c);
// Cannot create or destroy child objects if prefab.
// Just leave it there in that case, it will get discovered and recycled.
if (!PrefabUtility.IsPartOfAnyPrefab(pipeline))
Undo.DestroyObjectImmediate(pipeline);
};
}
}
}
}
#endif