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GameDevTVObstacleDodge/Library/PackageCache/com.unity.cinemachine@5342685532bb/Runtime/Deprecated/CinemachineSameAsFollowTarget.cs

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2026-01-08 16:50:20 +00:00
#if !CINEMACHINE_NO_CM2_SUPPORT
using System;
using UnityEngine;
using UnityEngine.Serialization;
namespace Unity.Cinemachine
{
/// <summary>CinemachineSameAsFollowTarget has been deprecated. Use CinemachineRotateWithFollowTarget instead.</summary>
[Obsolete("CinemachineSameAsFollowTarget has been deprecated. Use CinemachineRotateWithFollowTarget instead")]
[SaveDuringPlay]
[DisallowMultipleComponent]
[CameraPipeline(CinemachineCore.Stage.Aim)]
[RequiredTarget(RequiredTargetAttribute.RequiredTargets.Tracking)]
[HelpURL(Documentation.BaseURL + "manual/CinemachineSameAsFollowTarget.html")]
public class CinemachineSameAsFollowTarget : CinemachineComponentBase
{
/// <summary>
/// How much time it takes for the aim to catch up to the target's rotation
/// </summary>
[Tooltip("How much time it takes for the aim to catch up to the target's rotation")]
[FormerlySerializedAs("m_AngularDamping")]
[FormerlySerializedAs("m_Damping")]
public float Damping = 0;
Quaternion m_PreviousReferenceOrientation = Quaternion.identity;
/// <summary>True if component is enabled and has a Follow target defined</summary>
public override bool IsValid { get => enabled && FollowTarget != null; }
/// <summary>Get the Cinemachine Pipeline stage that this component implements.
/// Always returns the Aim stage</summary>
public override CinemachineCore.Stage Stage { get => CinemachineCore.Stage.Aim; }
/// <summary>
/// Report maximum damping time needed for this component.
/// </summary>
/// <returns>Highest damping setting in this component</returns>
public override float GetMaxDampTime() => Damping;
/// <summary>Orients the camera to match the Follow target's orientation</summary>
/// <param name="curState">The current camera state</param>
/// <param name="deltaTime">Not used.</param>
public override void MutateCameraState(ref CameraState curState, float deltaTime)
{
if (!IsValid)
return;
Quaternion dampedOrientation = FollowTargetRotation;
if (deltaTime >= 0)
{
float t = VirtualCamera.DetachedFollowTargetDamp(1, Damping, deltaTime);
dampedOrientation = Quaternion.Slerp(
m_PreviousReferenceOrientation, FollowTargetRotation, t);
}
m_PreviousReferenceOrientation = dampedOrientation;
curState.RawOrientation = dampedOrientation;
curState.ReferenceUp = dampedOrientation * Vector3.up;
}
// Helper to upgrade to CM3
internal void UpgradeToCm3(CinemachineRotateWithFollowTarget c)
{
c.Damping = Damping;
}
}
}
#endif