59 lines
2.5 KiB
C#
59 lines
2.5 KiB
C#
using UnityEngine;
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namespace Unity.Cinemachine
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{
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/// <summary>
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/// This is a CinemachineComponent in the Aim section of the component pipeline.
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/// Its job is to match the orientation of the Follow target.
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/// </summary>
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[AddComponentMenu("Cinemachine/Procedural/Rotation Control/Cinemachine Rotate With Follow Target")]
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[SaveDuringPlay]
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[DisallowMultipleComponent]
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[CameraPipeline(CinemachineCore.Stage.Aim)]
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[RequiredTarget(RequiredTargetAttribute.RequiredTargets.Tracking)]
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[HelpURL(Documentation.BaseURL + "manual/CinemachineRotateWithFollowTarget.html")]
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public class CinemachineRotateWithFollowTarget : CinemachineComponentBase
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{
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/// <summary>
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/// How much time it takes for the aim to catch up to the target's rotation
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/// </summary>
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[Tooltip("How much time it takes for the aim to catch up to the target's rotation")]
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public float Damping = 0;
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Quaternion m_PreviousReferenceOrientation = Quaternion.identity;
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/// <summary>True if component is enabled and has a Follow target defined</summary>
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public override bool IsValid { get => enabled && FollowTarget != null; }
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/// <summary>Get the Cinemachine Pipeline stage that this component implements.
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/// Always returns the Aim stage</summary>
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public override CinemachineCore.Stage Stage { get => CinemachineCore.Stage.Aim; }
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/// <summary>
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/// Report maximum damping time needed for this component.
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/// </summary>
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/// <returns>Highest damping setting in this component</returns>
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public override float GetMaxDampTime() => Damping;
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/// <summary>Orients the camera to match the Follow target's orientation</summary>
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/// <param name="curState">The current camera state</param>
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/// <param name="deltaTime">Not used.</param>
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public override void MutateCameraState(ref CameraState curState, float deltaTime)
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{
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if (!IsValid)
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return;
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Quaternion dampedOrientation = FollowTargetRotation;
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if (deltaTime >= 0)
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{
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float t = VirtualCamera.DetachedFollowTargetDamp(1, Damping, deltaTime);
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dampedOrientation = Quaternion.Slerp(
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m_PreviousReferenceOrientation, FollowTargetRotation, t);
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}
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m_PreviousReferenceOrientation = dampedOrientation;
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curState.RawOrientation = dampedOrientation;
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curState.ReferenceUp = dampedOrientation * Vector3.up;
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}
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}
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}
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