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using UnityEngine;
using UnityEngine.Serialization;
namespace Unity.Cinemachine
{
/// <summary>
/// An add-on module for Cm Camera that adds a final tweak to the camera
/// composition. It is intended for use in a Timeline context, where you want to hand-adjust
/// the output of procedural or recorded camera aiming.
/// </summary>
[AddComponentMenu("Cinemachine/Procedural/Extensions/Cinemachine Recomposer")]
[ExecuteAlways]
[SaveDuringPlay]
[HelpURL(Documentation.BaseURL + "manual/CinemachineRecomposer.html")]
public class CinemachineRecomposer : CinemachineExtension
{
/// <summary>
/// When to apply the adjustment
/// </summary>
[Tooltip("When to apply the adjustment")]
[FormerlySerializedAs("m_ApplyAfter")]
public CinemachineCore.Stage ApplyAfter;
/// <summary>
/// Tilt the camera by this much
/// </summary>
[Tooltip("Tilt the camera by this much")]
[FormerlySerializedAs("m_Tilt")]
public float Tilt;
/// <summary>
/// Pan the camera by this much
/// </summary>
[Tooltip("Pan the camera by this much")]
[FormerlySerializedAs("m_Pan")]
public float Pan;
/// <summary>
/// Roll the camera by this much
/// </summary>
[Tooltip("Roll the camera by this much")]
[FormerlySerializedAs("m_Dutch")]
public float Dutch;
/// <summary>
/// Scale the zoom by this amount (normal = 1)
/// </summary>
[Tooltip("Scale the zoom by this amount (normal = 1)")]
[FormerlySerializedAs("m_ZoomScale")]
[Delayed]
public float ZoomScale;
/// <summary>
/// Lowering this value relaxes the camera's attention to the Follow target (normal = 1)
/// </summary>
[Range(0, 1)]
[Tooltip("Lowering this value relaxes the camera's attention to the Follow target (normal = 1)")]
[FormerlySerializedAs("m_FollowAttachment")]
public float FollowAttachment;
/// <summary>
/// Lowering this value relaxes the camera's attention to the LookAt target (normal = 1)
/// </summary>
[Range(0, 1)]
[Tooltip("Lowering this value relaxes the camera's attention to the LookAt target (normal = 1)")]
[FormerlySerializedAs("m_LookAtAttachment")]
public float LookAtAttachment;
void Reset()
{
ApplyAfter = CinemachineCore.Stage.Finalize;
Tilt = 0;
Pan = 0;
Dutch = 0;
ZoomScale = 1;
FollowAttachment = 1;
LookAtAttachment = 1;
}
void OnValidate()
{
ZoomScale = Mathf.Max(0.01f, ZoomScale);
FollowAttachment = Mathf.Clamp01(FollowAttachment);
LookAtAttachment = Mathf.Clamp01(LookAtAttachment);
}
/// <summary>Callback to set the target attachment</summary>
/// <param name="vcam">The virtual camera being processed</param>
/// <param name="curState">Input state that must be mutated</param>
/// <param name="deltaTime">The current applicable deltaTime</param>
public override void PrePipelineMutateCameraStateCallback(
CinemachineVirtualCameraBase vcam, ref CameraState curState, float deltaTime)
{
vcam.FollowTargetAttachment = FollowAttachment;
vcam.LookAtTargetAttachment = LookAtAttachment;
}
/// <summary>Callback to tweak the settings</summary>
/// <param name="vcam">The virtual camera being processed</param>
/// <param name="stage">The current pipeline stage</param>
/// <param name="state">The current virtual camera state</param>
/// <param name="deltaTime">The current applicable deltaTime</param>
protected override void PostPipelineStageCallback(
CinemachineVirtualCameraBase vcam,
CinemachineCore.Stage stage, ref CameraState state, float deltaTime)
{
if (stage == ApplyAfter)
{
var lens = state.Lens;
// Tilt by local X
var qTilted = state.RawOrientation * Quaternion.AngleAxis(Tilt, Vector3.right);
// Pan in world space
var qDesired = Quaternion.AngleAxis(Pan, state.ReferenceUp) * qTilted;
state.OrientationCorrection = Quaternion.Inverse(state.GetCorrectedOrientation()) * qDesired;
// And dutch at the end
lens.Dutch += Dutch;
// Finally zoom
if (ZoomScale != 1)
{
lens.OrthographicSize *= ZoomScale;
lens.FieldOfView *= ZoomScale;
}
state.Lens = lens;
}
}
}
}