Files
JJBB/Assets/Plugins/Cinemachine/Base/Runtime/Components/CinemachineHardLockToTarget.cs

34 lines
1.4 KiB
C#
Raw Permalink Normal View History

2024-08-23 15:49:34 +08:00
using UnityEngine;
namespace Cinemachine
{
/// <summary>
/// This is a CinemachineComponent in the Aim section of the component pipeline.
/// Its job is to place the camera on the Follow Target.
/// </summary>
[DocumentationSorting(23, DocumentationSortingAttribute.Level.UserRef)]
[AddComponentMenu("")] // Don't display in add component menu
[RequireComponent(typeof(CinemachinePipeline))]
[SaveDuringPlay]
public class CinemachineHardLockToTarget : CinemachineComponentBase
{
/// <summary>True if component is enabled and has a LookAt defined</summary>
public override bool IsValid { get { return 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 { return CinemachineCore.Stage.Body; } }
/// <summary>Applies the composer rules and orients the camera accordingly</summary>
/// <param name="curState">The current camera state</param>
/// <param name="deltaTime">Used for calculating damping. If less than
/// zero, then target will snap to the center of the dead zone.</param>
public override void MutateCameraState(ref CameraState curState, float deltaTime)
{
if (IsValid)
curState.RawPosition = FollowTarget.position;
}
}
}