using System.Collections.Generic; using UnityEngine; using Cinemachine.Utility; namespace Cinemachine { /// /// Cinemachine ClearShot is a "manager camera" that owns and manages a set of /// Virtual Camera gameObject children. When Live, the ClearShot will check the /// children, and choose the one with the best quality shot and make it Live. /// /// This can be a very powerful tool. If the child cameras have CinemachineCollider /// extensions, they will analyze the scene for target obstructions, optimal target /// distance, and other items, and report their assessment of shot quality back to /// the ClearShot parent, who will then choose the best one. You can use this to set /// up complex multi-camera coverage of a scene, and be assured that a clear shot of /// the target will always be available. /// /// If multiple child cameras have the same shot quality, the one with the highest /// priority will be chosen. /// /// You can also define custom blends between the ClearShot children. /// [DocumentationSorting(12, DocumentationSortingAttribute.Level.UserRef)] [ExecuteInEditMode, DisallowMultipleComponent] [AddComponentMenu("Cinemachine/CinemachineClearShot")] public class CinemachineClearShot : CinemachineVirtualCameraBase { /// Default object for the camera children to look at (the aim target), if not specified in a child camera. May be empty. [Tooltip("Default object for the camera children to look at (the aim target), if not specified in a child camera. May be empty if all children specify targets of their own.")] [NoSaveDuringPlay] public Transform m_LookAt = null; /// Default object for the camera children wants to move with (the body target), if not specified in a child camera. May be empty. [Tooltip("Default object for the camera children wants to move with (the body target), if not specified in a child camera. May be empty if all children specify targets of their own.")] [NoSaveDuringPlay] public Transform m_Follow = null; /// When enabled, the current camera and blend will be indicated in the game window, for debugging [Tooltip("When enabled, the current child camera and blend will be indicated in the game window, for debugging")] [NoSaveDuringPlay] public bool m_ShowDebugText = false; /// Internal API for the editor. Do not use this filed. [SerializeField, HideInInspector, NoSaveDuringPlay] public CinemachineVirtualCameraBase[] m_ChildCameras = null; /// Wait this many seconds before activating a new child camera [Tooltip("Wait this many seconds before activating a new child camera")] public float m_ActivateAfter; /// An active camera must be active for at least this many seconds [Tooltip("An active camera must be active for at least this many seconds")] public float m_MinDuration; /// If checked, camera choice will be randomized if multiple cameras are equally desirable. Otherwise, child list order will be used [Tooltip("If checked, camera choice will be randomized if multiple cameras are equally desirable. Otherwise, child list order and child camera priority will be used.")] public bool m_RandomizeChoice = false; /// The blend which is used if you don't explicitly define a blend between two Virtual Cameras [CinemachineBlendDefinitionProperty] [Tooltip("The blend which is used if you don't explicitly define a blend between two Virtual Cameras")] public CinemachineBlendDefinition m_DefaultBlend = new CinemachineBlendDefinition(CinemachineBlendDefinition.Style.Cut, 0); /// This is the asset which contains custom settings for specific blends [HideInInspector] public CinemachineBlenderSettings m_CustomBlends = null; /// Gets a brief debug description of this virtual camera, for use when displayiong debug info public override string Description { get { // Show the active camera and blend ICinemachineCamera vcam = LiveChild; if (mActiveBlend == null) return (vcam != null) ? "[" + vcam.Name + "]" : "(none)"; return mActiveBlend.Description; } } /// Get the current "best" child virtual camera, that would be chosen /// if the ClearShot camera were active. public ICinemachineCamera LiveChild { set; get; } /// The CameraState of the currently live child public override CameraState State { get { return m_State; } } /// Return the live child. public override ICinemachineCamera LiveChildOrSelf { get { return LiveChild; } } /// Check whether the vcam a live child of this camera. /// The Virtual Camera to check /// True if the vcam is currently actively influencing the state of this vcam public override bool IsLiveChild(ICinemachineCamera vcam) { return vcam == LiveChild || (mActiveBlend != null && (vcam == mActiveBlend.CamA || vcam == mActiveBlend.CamB)); } /// Get the current LookAt target. Returns parent's LookAt if parent /// is non-null and no specific LookAt defined for this camera override public Transform LookAt { get { return ResolveLookAt(m_LookAt); } set { m_LookAt = value; } } /// Get the current Follow target. Returns parent's Follow if parent /// is non-null and no specific Follow defined for this camera override public Transform Follow { get { return ResolveFollow(m_Follow); } set { m_Follow = value; } } /// Remove a Pipeline stage hook callback. /// Make sure it is removed from all the children. /// The delegate to remove. public override void RemovePostPipelineStageHook(OnPostPipelineStageDelegate d) { base.RemovePostPipelineStageHook(d); UpdateListOfChildren(); foreach (var vcam in m_ChildCameras) vcam.RemovePostPipelineStageHook(d); } /// Called by CinemachineCore at designated update time /// so the vcam can position itself and track its targets. This implementation /// updates all the children, chooses the best one, and implements any required blending. /// Default world Up, set by the CinemachineBrain /// Delta time for time-based effects (ignore if less than 0) public override void UpdateCameraState(Vector3 worldUp, float deltaTime) { //UnityEngine.Profiling.Profiler.BeginSample("CinemachineClearShot.UpdateCameraState"); if (!PreviousStateIsValid) deltaTime = -1; // Choose the best camera UpdateListOfChildren(); ICinemachineCamera previousCam = LiveChild; LiveChild = ChooseCurrentCamera(worldUp, deltaTime); // Are we transitioning cameras? if (previousCam != null && LiveChild != null && previousCam != LiveChild) { // Create a blend (will be null if a cut) float duration = 0; AnimationCurve curve = LookupBlendCurve(previousCam, LiveChild, out duration); mActiveBlend = CreateBlend( previousCam, LiveChild, curve, duration, mActiveBlend, deltaTime); // Notify incoming camera of transition LiveChild.OnTransitionFromCamera(previousCam, worldUp, deltaTime); // Generate Camera Activation event if live CinemachineCore.Instance.GenerateCameraActivationEvent(LiveChild); // If cutting, generate a camera cut event if live if (mActiveBlend == null) CinemachineCore.Instance.GenerateCameraCutEvent(LiveChild); } // Advance the current blend (if any) if (mActiveBlend != null) { mActiveBlend.TimeInBlend += (deltaTime >= 0) ? deltaTime : mActiveBlend.Duration; if (mActiveBlend.IsComplete) mActiveBlend = null; } if (mActiveBlend != null) { mActiveBlend.UpdateCameraState(worldUp, deltaTime); m_State = mActiveBlend.State; } else if (LiveChild != null) m_State = LiveChild.State; PreviousStateIsValid = true; //UnityEngine.Profiling.Profiler.EndSample(); } /// Makes sure the internal child cache is up to date protected override void OnEnable() { base.OnEnable(); InvalidateListOfChildren(); mActiveBlend = null; } /// Makes sure the internal child cache is up to date public void OnTransformChildrenChanged() { InvalidateListOfChildren(); } #if UNITY_EDITOR /// Displays the current active camera on the game screen, if requested protected override void OnGUI() { base.OnGUI(); if (!m_ShowDebugText) CinemachineGameWindowDebug.ReleaseScreenPos(this); else { string text = Name + ": " + Description; Rect r = CinemachineGameWindowDebug.GetScreenPos(this, text, GUI.skin.box); GUI.Label(r, text, GUI.skin.box); } } #endif /// Is there a blend in progress? public bool IsBlending { get { return mActiveBlend != null; } } CameraState m_State = CameraState.Default; /// The list of child cameras. These are just the immediate children in the hierarchy. public CinemachineVirtualCameraBase[] ChildCameras { get { UpdateListOfChildren(); return m_ChildCameras; } } float mActivationTime = 0; float mPendingActivationTime = 0; ICinemachineCamera mPendingCamera; private CinemachineBlend mActiveBlend = null; void InvalidateListOfChildren() { m_ChildCameras = null; m_RandomizedChilden = null; LiveChild = null; } /// If RandomizeChoice is enabled, call this to re-randomize the children next frame. /// This is useful if you want to freshen up the shot. public void ResetRandomization() { m_RandomizedChilden = null; mRandomizeNow = true; } void UpdateListOfChildren() { if (m_ChildCameras != null) return; List list = new List(); CinemachineVirtualCameraBase[] kids = GetComponentsInChildren(true); foreach (CinemachineVirtualCameraBase k in kids) if (k.transform.parent == transform) list.Add(k); m_ChildCameras = list.ToArray(); // Zap the cached current instructions mActivationTime = mPendingActivationTime = 0; mPendingCamera = null; LiveChild = null; mActiveBlend = null; } private bool mRandomizeNow = false; private CinemachineVirtualCameraBase[] m_RandomizedChilden = null; private ICinemachineCamera ChooseCurrentCamera(Vector3 worldUp, float deltaTime) { if (m_ChildCameras == null || m_ChildCameras.Length == 0) { mActivationTime = 0; return null; } CinemachineVirtualCameraBase[] childCameras = m_ChildCameras; if (!m_RandomizeChoice) m_RandomizedChilden = null; else if (m_ChildCameras.Length > 1) { if (m_RandomizedChilden == null) m_RandomizedChilden = Randomize(m_ChildCameras); childCameras = m_RandomizedChilden; } if (LiveChild != null && !LiveChild.VirtualCameraGameObject.activeSelf) LiveChild = null; ICinemachineCamera best = LiveChild; for (int i = 0; i < childCameras.Length; ++i) { CinemachineVirtualCameraBase vcam = childCameras[i]; if (vcam != null && vcam.VirtualCameraGameObject.activeInHierarchy) { // Choose the first in the list that is better than the current if (best == null || vcam.State.ShotQuality > best.State.ShotQuality || (vcam.State.ShotQuality == best.State.ShotQuality && vcam.Priority > best.Priority) || (m_RandomizeChoice && mRandomizeNow && (ICinemachineCamera)vcam != LiveChild && vcam.State.ShotQuality == best.State.ShotQuality && vcam.Priority == best.Priority)) { best = vcam; } } } mRandomizeNow = false; float now = Time.time; if (mActivationTime != 0) { // Is it active now? if (LiveChild == best) { // Yes, cancel any pending mPendingActivationTime = 0; mPendingCamera = null; return best; } // Is it pending? if (deltaTime >= 0) { if (mPendingActivationTime != 0 && mPendingCamera == best) { // Has it been pending long enough, and are we allowed to switch away // from the active action? if ((now - mPendingActivationTime) > m_ActivateAfter && (now - mActivationTime) > m_MinDuration) { // Yes, activate it now m_RandomizedChilden = null; // reshuffle the children mActivationTime = now; mPendingActivationTime = 0; mPendingCamera = null; return best; } return LiveChild; } } } // Neither active nor pending. mPendingActivationTime = 0; // cancel the pending, if any mPendingCamera = null; // Can we activate it now? if (deltaTime >= 0 && mActivationTime > 0) { if (m_ActivateAfter > 0 || (now - mActivationTime) < m_MinDuration) { // Too early - make it pending mPendingCamera = best; mPendingActivationTime = now; return LiveChild; } } // Activate now m_RandomizedChilden = null; // reshuffle the children mActivationTime = now; return best; } struct Pair { public int a; public float b; } CinemachineVirtualCameraBase[] Randomize(CinemachineVirtualCameraBase[] src) { List pairs = new List(); for (int i = 0; i < src.Length; ++i) { Pair p = new Pair(); p.a = i; p.b = Random.Range(0, 1000f); pairs.Add(p); } pairs.Sort((p1, p2) => (int)p1.b - (int)p2.b); CinemachineVirtualCameraBase[] dst = new CinemachineVirtualCameraBase[src.Length]; Pair[] result = pairs.ToArray(); for (int i = 0; i < src.Length; ++i) dst[i] = src[result[i].a]; return dst; } private AnimationCurve LookupBlendCurve( ICinemachineCamera fromKey, ICinemachineCamera toKey, out float duration) { // Get the blend curve that's most appropriate for these cameras AnimationCurve blendCurve = m_DefaultBlend.BlendCurve; if (m_CustomBlends != null) { string fromCameraName = (fromKey != null) ? fromKey.Name : string.Empty; string toCameraName = (toKey != null) ? toKey.Name : string.Empty; blendCurve = m_CustomBlends.GetBlendCurveForVirtualCameras( fromCameraName, toCameraName, blendCurve); } var keys = blendCurve.keys; duration = (keys == null || keys.Length == 0) ? 0 : keys[keys.Length-1].time; return blendCurve; } private CinemachineBlend CreateBlend( ICinemachineCamera camA, ICinemachineCamera camB, AnimationCurve blendCurve, float duration, CinemachineBlend activeBlend, float deltaTime) { if (blendCurve == null || duration <= 0 || (camA == null && camB == null)) return null; if (camA == null || activeBlend != null) { // Blend from the current camera position CameraState state = (activeBlend != null) ? activeBlend.State : State; camA = new StaticPointVirtualCamera(state, (activeBlend != null) ? "Mid-blend" : "(none)"); } return new CinemachineBlend(camA, camB, blendCurve, duration, 0); } /// Notification that this virtual camera is going live. /// This implementation resets the child randomization. /// The camera being deactivated. May be null. /// Default world Up, set by the CinemachineBrain /// Delta time for time-based effects (ignore if less than or equal to 0) public override void OnTransitionFromCamera( ICinemachineCamera fromCam, Vector3 worldUp, float deltaTime) { base.OnTransitionFromCamera(fromCam, worldUp, deltaTime); if (m_RandomizeChoice && mActiveBlend == null) { m_RandomizedChilden = null; LiveChild = null; UpdateCameraState(worldUp, deltaTime); } } } }