Added Observation Scene to show the Replay
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@@ -0,0 +1,83 @@
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||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Unity.Cinemachine.Samples
|
||||
{
|
||||
/// <summary>
|
||||
/// This is a custom camera manager that selects between an aiming camera child and a
|
||||
/// non-aiming camera child, depending on the value of some user input.
|
||||
///
|
||||
/// The Aiming child is expected to have ThirdPersonFollow and ThirdPersonAim components,
|
||||
/// and to have a player as its Follow target. The player is expected to have a
|
||||
/// SimplePlayerAimController behaviour on one of its children, to decouple aiminag and
|
||||
/// player rotation.
|
||||
/// </summary>
|
||||
[ExecuteAlways]
|
||||
public class AimCameraRig : CinemachineCameraManagerBase, Unity.Cinemachine.IInputAxisOwner
|
||||
{
|
||||
public InputAxis AimMode = InputAxis.DefaultMomentary;
|
||||
|
||||
SimplePlayerAimController AimController;
|
||||
CinemachineVirtualCameraBase AimCamera;
|
||||
CinemachineVirtualCameraBase FreeCamera;
|
||||
|
||||
bool IsAiming => AimMode.Value > 0.5f;
|
||||
|
||||
/// Report the available input axes to the input axis controller.
|
||||
/// We use the Input Axis Controller because it works with both the Input package
|
||||
/// and the Legacy input system. This is sample code and we
|
||||
/// want it to work everywhere.
|
||||
void IInputAxisOwner.GetInputAxes(List<IInputAxisOwner.AxisDescriptor> axes)
|
||||
{
|
||||
axes.Add(new () { DrivenAxis = () => ref AimMode, Name = "Aim" });
|
||||
}
|
||||
|
||||
protected override void Start()
|
||||
{
|
||||
base.Start();
|
||||
|
||||
// Find the player and the aiming camera.
|
||||
// We expect to have one camera with a CinemachineThirdPersonAim component
|
||||
// whose Follow target is a player with a SimplePlayerAimController child.
|
||||
for (int i = 0; i < ChildCameras.Count; ++i)
|
||||
{
|
||||
var cam = ChildCameras[i];
|
||||
if (!cam.isActiveAndEnabled)
|
||||
continue;
|
||||
if (AimCamera == null
|
||||
&& cam.TryGetComponent<CinemachineThirdPersonAim>(out var aim)
|
||||
&& aim.NoiseCancellation)
|
||||
{
|
||||
AimCamera = cam;
|
||||
var player = AimCamera.Follow;
|
||||
if (player != null)
|
||||
AimController = player.GetComponentInChildren<SimplePlayerAimController>();
|
||||
}
|
||||
else if (FreeCamera == null)
|
||||
FreeCamera = cam;
|
||||
}
|
||||
if (AimCamera == null)
|
||||
Debug.LogError("AimCameraRig: no valid CinemachineThirdPersonAim camera found among children");
|
||||
if (AimController == null)
|
||||
Debug.LogError("AimCameraRig: no valid SimplePlayerAimController target found");
|
||||
if (FreeCamera == null)
|
||||
Debug.LogError("AimCameraRig: no valid non-aiming camera found among children");
|
||||
}
|
||||
|
||||
protected override CinemachineVirtualCameraBase ChooseCurrentCamera(Vector3 worldUp, float deltaTime)
|
||||
{
|
||||
var oldCam = (CinemachineVirtualCameraBase)LiveChild;
|
||||
var newCam = IsAiming ? AimCamera : FreeCamera;
|
||||
if (AimController != null && oldCam != newCam)
|
||||
{
|
||||
// Set the mode of the player aim controller.
|
||||
// We want the player rotation to be copuled to the camera when aiming, otherwise not.
|
||||
AimController.PlayerRotation = IsAiming
|
||||
? SimplePlayerAimController.CouplingMode.Coupled
|
||||
: SimplePlayerAimController.CouplingMode.Decoupled;
|
||||
AimController.RecenterPlayer();
|
||||
}
|
||||
return newCam;
|
||||
}
|
||||
}
|
||||
}
|
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@@ -0,0 +1,11 @@
|
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@@ -0,0 +1,78 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Cinemachine.Samples
|
||||
{
|
||||
/// <summary>
|
||||
/// When there is an active ThirdPersonFollow camera with noise cancellation,
|
||||
/// the position of this object is the aim target for the ThirdPersonAim camera.
|
||||
/// </summary>
|
||||
public class AimTargetManager : MonoBehaviour
|
||||
{
|
||||
[Tooltip("This canvas will be enabled when there is a 3rdPersoAim camera active")]
|
||||
public Canvas ReticleCanvas;
|
||||
|
||||
[Tooltip("If non-null, this target will pe positioned on the screen over the actual aim target")]
|
||||
public RectTransform AimTargetIndicator;
|
||||
|
||||
bool m_HaveAimTarget;
|
||||
|
||||
// We add a CameraUpdatedEvent listener so that we are guaranteed to update after the
|
||||
// Brain has positioned the camera
|
||||
void OnEnable() => CinemachineCore.CameraUpdatedEvent.AddListener(SetAimTarget);
|
||||
void OnDisable() => CinemachineCore.CameraUpdatedEvent.RemoveListener(SetAimTarget);
|
||||
|
||||
// This is called after the Brain has positioned the camera. If the camera has a
|
||||
// ThirdPersonAim component with noise cancellation, then we set the aim target
|
||||
// position to be precisely what the camera is indicating onscreen.
|
||||
// Otherwise, we disable the reticle and the aim target indicator.
|
||||
void SetAimTarget(CinemachineBrain brain)
|
||||
{
|
||||
m_HaveAimTarget = false;
|
||||
if (brain == null || brain.OutputCamera == null)
|
||||
CinemachineCore.CameraUpdatedEvent.RemoveListener(SetAimTarget);
|
||||
else
|
||||
{
|
||||
CinemachineCamera liveCam;
|
||||
if (brain.ActiveVirtualCamera is CinemachineCameraManagerBase managerCam)
|
||||
liveCam = managerCam.LiveChild as CinemachineCamera;
|
||||
else
|
||||
liveCam = brain.ActiveVirtualCamera as CinemachineCamera;
|
||||
|
||||
if (liveCam != null)
|
||||
{
|
||||
if (liveCam.TryGetComponent<CinemachineThirdPersonAim>(out var aim) && aim.enabled)
|
||||
{
|
||||
// Set the worldspace aim target position so that we can know what gets hit
|
||||
m_HaveAimTarget = aim.NoiseCancellation;
|
||||
transform.position = aim.AimTarget;
|
||||
|
||||
// Set the screen-space hit target indicator position
|
||||
if (AimTargetIndicator != null)
|
||||
AimTargetIndicator.position = brain.OutputCamera.WorldToScreenPoint(transform.position);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (ReticleCanvas != null)
|
||||
ReticleCanvas.enabled = m_HaveAimTarget;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called by the player's shooting object to get the aim direction override, in case
|
||||
/// there is an active ThirdPersonFollow camera with noise cancellation.
|
||||
/// </summary>
|
||||
/// <param name="firingOrigin">Where the firing will come from.</param>
|
||||
/// <param name="firingDirection">The intended firing direction.</param>
|
||||
/// <returns>The direction in which to fire</returns>
|
||||
public Vector3 GetAimDirection(Vector3 firingOrigin, Vector3 firingDirection)
|
||||
{
|
||||
if (m_HaveAimTarget)
|
||||
{
|
||||
var dir = transform.position - firingOrigin;
|
||||
var len = dir.magnitude;
|
||||
if (len > 0.0001f)
|
||||
return dir / len;
|
||||
}
|
||||
return firingDirection;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 512059070b04a4ca6b07b64f00733c27
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+75
@@ -0,0 +1,75 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Cinemachine.Samples
|
||||
{
|
||||
/// <summary>
|
||||
/// An example add-on module for Cinemachine Virtual Camera for controlling
|
||||
/// the FadeOut shader included in our example package.
|
||||
/// </summary>
|
||||
[ExecuteAlways]
|
||||
public class CinemachineFadeOutShaderController : CinemachineExtension
|
||||
{
|
||||
/// <summary>Radius of the look at target.</summary>
|
||||
[Tooltip("Radius of the look at target.")]
|
||||
public float LookAtTargetRadius = 1;
|
||||
|
||||
/// <summary>
|
||||
/// The range is defined from the camera (x value) towards the look direction (y value) within which objects
|
||||
/// with FadeOut material are going to be transparent.
|
||||
/// The strength of the transparency depends on how far the objects are from the camera and the FadeOut range.
|
||||
/// </summary>
|
||||
[Tooltip("The range is defined from the camera (x value) towards the look direction (y value) within which " +
|
||||
"objects with FadeOut material are going to be transparent. \nThe strength of the transparency depends " +
|
||||
"on how far the objects are from the camera and the FadeOut range.")]
|
||||
[MinMaxRangeSlider(0, 20)]
|
||||
public Vector2 FadeOutRange = new (0f, 10f);
|
||||
|
||||
/// <summary>
|
||||
/// If true, m_MaxDistance will be set to
|
||||
/// distance between this virtual camera and LookAt target minus m_LookAtTargetRadius.
|
||||
/// </summary>
|
||||
[Tooltip("If true, MaxDistance will be set to " +
|
||||
"distance between this virtual camera and LookAt target minus LookAtTargetRadius.")]
|
||||
public bool MaxDistanceControlledByCamera = true;
|
||||
|
||||
/// <summary>Material using the FadeOut shader.</summary>
|
||||
[Tooltip("Material using the FadeOut shader.")]
|
||||
public Material FadeOutMaterial;
|
||||
|
||||
static readonly int k_MaxDistanceID = Shader.PropertyToID("_MaxDistance");
|
||||
static readonly int k_MinDistanceID = Shader.PropertyToID("_MinDistance");
|
||||
|
||||
/// <summary>Updates FadeOut shader on the specified FadeOutMaterial.</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 == CinemachineCore.Stage.Finalize)
|
||||
{
|
||||
if (FadeOutMaterial == null ||
|
||||
!FadeOutMaterial.HasProperty(k_MaxDistanceID) ||
|
||||
!FadeOutMaterial.HasProperty(k_MinDistanceID))
|
||||
return;
|
||||
|
||||
if (MaxDistanceControlledByCamera && vcam.LookAt != null)
|
||||
FadeOutRange.y = Vector3.Distance(vcam.transform.position, vcam.LookAt.position) - LookAtTargetRadius;
|
||||
|
||||
FadeOutMaterial.SetFloat(k_MinDistanceID, FadeOutRange.x);
|
||||
FadeOutMaterial.SetFloat(k_MaxDistanceID, FadeOutRange.y);
|
||||
}
|
||||
}
|
||||
|
||||
void OnValidate()
|
||||
{
|
||||
LookAtTargetRadius = Math.Max(0, LookAtTargetRadius);
|
||||
FadeOutRange.x = Math.Max(0, FadeOutRange.x);
|
||||
FadeOutRange.y = Math.Max(0, FadeOutRange.y);
|
||||
FadeOutRange.y = Math.Max(FadeOutRange.x, FadeOutRange.y);
|
||||
}
|
||||
}
|
||||
}
|
||||
+3
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 28e3f754a40cc487cac0f59efb1118db
|
||||
timeCreated: 1611253266
|
||||
@@ -0,0 +1,57 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
namespace Unity.Cinemachine.Samples
|
||||
{
|
||||
public class CursorLockManager : MonoBehaviour, Unity.Cinemachine.IInputAxisOwner
|
||||
{
|
||||
public InputAxis CursorLock = InputAxis.DefaultMomentary;
|
||||
|
||||
public UnityEvent OnCursorLocked = new ();
|
||||
public UnityEvent OnCursorUnlocked = new ();
|
||||
|
||||
bool m_IsTriggered;
|
||||
|
||||
public void GetInputAxes(List<IInputAxisOwner.AxisDescriptor> axes)
|
||||
{
|
||||
axes.Add(new()
|
||||
{
|
||||
DrivenAxis = () => ref CursorLock, Name = "CursorLock",
|
||||
Hint = IInputAxisOwner.AxisDescriptor.Hints.X
|
||||
});
|
||||
}
|
||||
|
||||
void OnEnable() => UnlockCursor();
|
||||
void OnDisable() => UnlockCursor();
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (CursorLock.Value == 0)
|
||||
m_IsTriggered = false;
|
||||
else if (!m_IsTriggered)
|
||||
{
|
||||
m_IsTriggered = true;
|
||||
if (Cursor.lockState == CursorLockMode.None)
|
||||
LockCursor();
|
||||
else
|
||||
UnlockCursor();
|
||||
}
|
||||
}
|
||||
|
||||
public void LockCursor()
|
||||
{
|
||||
if (enabled)
|
||||
{
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
OnCursorLocked.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
public void UnlockCursor()
|
||||
{
|
||||
Cursor.lockState = CursorLockMode.None;
|
||||
OnCursorUnlocked.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 84bbe8a9281f49f9801ffc0203bee6df
|
||||
timeCreated: 1682089493
|
||||
@@ -0,0 +1,48 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Cinemachine.Samples
|
||||
{
|
||||
/// <summary>
|
||||
/// Will match a GameObject's position and rotation to a target's position
|
||||
/// and rotation, with damping
|
||||
/// </summary>
|
||||
[ExecuteAlways]
|
||||
public class DampedTracker : MonoBehaviour
|
||||
{
|
||||
[Tooltip("The target to track")]
|
||||
public Transform Target;
|
||||
[Tooltip("How fast the GameObject moves to the target position")]
|
||||
public float PositionDamping = 1;
|
||||
[Tooltip("How fast the rotation aligns with target rotation")]
|
||||
public float RotationDamping = 1;
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
if (Target != null)
|
||||
transform.SetPositionAndRotation(Target.position, Target.rotation);
|
||||
}
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
if (Target != null)
|
||||
{
|
||||
// Match the player's position
|
||||
float t = Damper.Damp(1, PositionDamping, Time.deltaTime);
|
||||
var pos = Vector3.Lerp(transform.position, Target.position, t);
|
||||
|
||||
// Rotate my transform to make my up match the target's up
|
||||
var rot = transform.rotation;
|
||||
t = Damper.Damp(1, RotationDamping, Time.deltaTime);
|
||||
var srcUp = transform.up;
|
||||
var dstUp = Target.up;
|
||||
var axis = Vector3.Cross(srcUp, dstUp);
|
||||
if (axis.sqrMagnitude > 0.001f)
|
||||
{
|
||||
var angle = UnityVectorExtensions.SignedAngle(srcUp, dstUp, axis) * t;
|
||||
rot = Quaternion.AngleAxis(angle, axis) * rot;
|
||||
}
|
||||
transform.SetPositionAndRotation(pos, rot);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a51048181b52dd044a17566021c7c163
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,68 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Unity.Cinemachine.Samples
|
||||
{
|
||||
/// <summary>
|
||||
/// Reticle control for when the aiming is inaccurate. Inaccuracy is shown by pulling apart the aim reticle.
|
||||
/// </summary>
|
||||
public class ExpandingAimReticle : MonoBehaviour
|
||||
{
|
||||
[Tooltip("Maximum radius of the aim reticle, when aiming is inaccurate. ")]
|
||||
[Vector2AsRange]
|
||||
public Vector2 RadiusRange;
|
||||
|
||||
[Tooltip("The time is takes for the aim reticle to adjust, when inaccurate.")]
|
||||
[Range(0, 1f)]
|
||||
public float BlendTime;
|
||||
|
||||
[Tooltip("Top piece of the aim reticle.")]
|
||||
public Image Top;
|
||||
[Tooltip("Bottom piece of the aim reticle.")]
|
||||
public Image Bottom;
|
||||
[Tooltip("Left piece of the aim reticle.")]
|
||||
public Image Left;
|
||||
[Tooltip("Right piece of the aim reticle.")]
|
||||
public Image Right;
|
||||
|
||||
[Tooltip("This 2D object will be positioned in the game view over the raycast hit point, if any, "
|
||||
+ "or will remain in the center of the screen if no hit point is detected. "
|
||||
+ "May be null, in which case no on-screen indicator will appear.")]
|
||||
public RectTransform AimTargetReticle;
|
||||
|
||||
float m_BlendVelocity;
|
||||
float m_CurrentRadius;
|
||||
|
||||
void OnValidate()
|
||||
{
|
||||
RadiusRange.x = Mathf.Clamp(RadiusRange.x, 0, 100);
|
||||
RadiusRange.y = Mathf.Clamp(RadiusRange.y, RadiusRange.x, 100);
|
||||
}
|
||||
|
||||
void Reset()
|
||||
{
|
||||
RadiusRange = new Vector2(2.5f, 40f);
|
||||
BlendTime = 0.05f;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
var screenCenterPoint = new Vector2(Screen.width * 0.5f, Screen.height * 0.5f);
|
||||
float distanceFromCenter = 0;
|
||||
if (AimTargetReticle != null)
|
||||
{
|
||||
var hitPoint = (Vector2)AimTargetReticle.position;
|
||||
distanceFromCenter = (screenCenterPoint - hitPoint).magnitude;
|
||||
}
|
||||
|
||||
m_CurrentRadius = Mathf.SmoothDamp(m_CurrentRadius, distanceFromCenter * 2f, ref m_BlendVelocity, BlendTime);
|
||||
m_CurrentRadius = Mathf.Clamp(m_CurrentRadius, RadiusRange.x, RadiusRange.y);
|
||||
|
||||
Left.rectTransform.position = screenCenterPoint + (Vector2.left * m_CurrentRadius);
|
||||
Right.rectTransform.position = screenCenterPoint + (Vector2.right * m_CurrentRadius);
|
||||
Top.rectTransform.position = screenCenterPoint + (Vector2.up * m_CurrentRadius);
|
||||
Bottom.rectTransform.position = screenCenterPoint + (Vector2.down * m_CurrentRadius);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ae1b182fbad6e0f4fbf3a51e56784830
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,96 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Cinemachine.Samples
|
||||
{
|
||||
/// <summary>
|
||||
/// This behaviour makes a GameObject fly around in response to user input.
|
||||
/// Movement is relative to the GameObject's local axes.
|
||||
///
|
||||
/// </summary>
|
||||
public class FlyAround : MonoBehaviour, Unity.Cinemachine.IInputAxisOwner
|
||||
{
|
||||
[Tooltip("Speed when moving")]
|
||||
public float Speed = 10;
|
||||
|
||||
[Tooltip("Speed multiplier when sprinting")]
|
||||
public float SprintMultiplier = 4;
|
||||
|
||||
[Header("Input Axes")]
|
||||
[Tooltip("X Axis movement. Value is -1..1. Controls the sideways movement")]
|
||||
public InputAxis Sideways = InputAxis.DefaultMomentary;
|
||||
|
||||
[Tooltip("Y Axis movement. Value is -1..1. Controls the vertical movement")]
|
||||
public InputAxis UpDown = InputAxis.DefaultMomentary;
|
||||
|
||||
[Tooltip("Z Axis movement. Value is -1..1. Controls the forward movement")]
|
||||
public InputAxis Forward = InputAxis.DefaultMomentary;
|
||||
|
||||
[Tooltip("Horizontal rotation. Value is -1..1.")]
|
||||
public InputAxis Pan = DefaultPan;
|
||||
|
||||
[Tooltip("Vertical rotation. Value is -1..1.")]
|
||||
public InputAxis Tilt = DefaultTilt;
|
||||
|
||||
[Tooltip("Sprint movement. Value is 0 or 1. If 1, then is sprinting")]
|
||||
public InputAxis Sprint = InputAxis.DefaultMomentary;
|
||||
|
||||
static InputAxis DefaultPan => new ()
|
||||
{ Value = 0, Range = new Vector2(-180, 180), Wrap = true, Center = 0, Restrictions = InputAxis.RestrictionFlags.NoRecentering };
|
||||
static InputAxis DefaultTilt => new ()
|
||||
{ Value = 0, Range = new Vector2(-70, 70), Wrap = false, Center = 0, Restrictions = InputAxis.RestrictionFlags.NoRecentering };
|
||||
|
||||
/// Report the available input axes to the input axis controller.
|
||||
/// We use the Input Axis Controller because it works with both the Input package
|
||||
/// and the Legacy input system. This is sample code and we
|
||||
/// want it to work everywhere.
|
||||
void IInputAxisOwner.GetInputAxes(List<IInputAxisOwner.AxisDescriptor> axes)
|
||||
{
|
||||
axes.Add(new () { DrivenAxis = () => ref Sideways, Name = "Move X", Hint = IInputAxisOwner.AxisDescriptor.Hints.X });
|
||||
axes.Add(new () { DrivenAxis = () => ref Forward, Name = "Forward" });
|
||||
axes.Add(new () { DrivenAxis = () => ref UpDown, Name = "Move Y", Hint = IInputAxisOwner.AxisDescriptor.Hints.Y });
|
||||
axes.Add(new () { DrivenAxis = () => ref Pan, Name = "Look X (Pan)", Hint = IInputAxisOwner.AxisDescriptor.Hints.X });
|
||||
axes.Add(new () { DrivenAxis = () => ref Tilt, Name = "Look Y (Tilt)", Hint = IInputAxisOwner.AxisDescriptor.Hints.Y });
|
||||
axes.Add(new () { DrivenAxis = () => ref Sprint, Name = "Sprint" });
|
||||
}
|
||||
|
||||
void OnValidate()
|
||||
{
|
||||
Pan.Validate();
|
||||
Tilt.Range.x = Mathf.Clamp(Tilt.Range.x, -90, 90);
|
||||
Tilt.Range.y = Mathf.Clamp(Tilt.Range.y, -90, 90);
|
||||
Tilt.Validate();
|
||||
}
|
||||
|
||||
void Reset()
|
||||
{
|
||||
Speed = 10;
|
||||
SprintMultiplier = 4;
|
||||
Sideways = InputAxis.DefaultMomentary;
|
||||
Forward = InputAxis.DefaultMomentary;
|
||||
UpDown = InputAxis.DefaultMomentary;
|
||||
Pan = DefaultPan;
|
||||
Tilt = DefaultTilt;
|
||||
Sprint = InputAxis.DefaultMomentary;
|
||||
}
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
// Take rotation from the transform
|
||||
var euler = transform.rotation.eulerAngles;
|
||||
Pan.Value = euler.y;
|
||||
Tilt.Value = euler.x;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Calculate the move direction and speed based on input
|
||||
var rot = Quaternion.Euler(Tilt.Value, Pan.Value, 0);
|
||||
var movement = rot * new Vector3(Sideways.Value, UpDown.Value, Forward.Value);
|
||||
var speed = Sprint.Value < 0.01f ? Speed : Speed * SprintMultiplier;
|
||||
|
||||
// Apply motion
|
||||
transform.SetPositionAndRotation(transform.position + speed * Time.deltaTime * movement, rot);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1e1d63f642ebbdb4eb38a57a250ab00d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,16 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Cinemachine.Samples
|
||||
{
|
||||
public class LockPosZ : MonoBehaviour
|
||||
{
|
||||
public float ZPosiion;
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
var pos = transform.position;
|
||||
pos.z = ZPosiion;
|
||||
transform.position = pos;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: eed4d084bee9a604a9bd6dcfe5987fa4
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,51 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Cinemachine.Samples
|
||||
{
|
||||
/// <summary>
|
||||
/// Orients the GameObject that this script is attached in such a way that it always faces the Target.
|
||||
/// </summary>
|
||||
[ExecuteAlways]
|
||||
public class LookAtTarget : MonoBehaviour
|
||||
{
|
||||
[Tooltip("Target to look at.")]
|
||||
public Transform Target;
|
||||
|
||||
[Tooltip("Lock rotation along the x axis to the initial value.")]
|
||||
public bool LockRotationX;
|
||||
[Tooltip("Lock rotation along the y axis to the initial value.")]
|
||||
public bool LockRotationY;
|
||||
[Tooltip("Lock rotation along the z axis to the initial value.")]
|
||||
public bool LockRotationZ;
|
||||
|
||||
Vector3 m_Rotation;
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
m_Rotation = transform.rotation.eulerAngles;
|
||||
}
|
||||
|
||||
void Reset()
|
||||
{
|
||||
m_Rotation = transform.rotation.eulerAngles;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (Target != null)
|
||||
{
|
||||
var direction = Target.position - transform.position;
|
||||
transform.rotation = Quaternion.LookRotation(direction);
|
||||
|
||||
if (LockRotationX || LockRotationY || LockRotationZ)
|
||||
{
|
||||
var euler = transform.rotation.eulerAngles;
|
||||
euler.x = LockRotationX ? m_Rotation.x : euler.x;
|
||||
euler.y = LockRotationY ? m_Rotation.y : euler.y;
|
||||
euler.z = LockRotationZ ? m_Rotation.z : euler.z;
|
||||
transform.rotation = Quaternion.Euler(euler);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 703a8ce5f266d408ca92818e87835af3
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,22 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Cinemachine.Samples
|
||||
{
|
||||
[ExecuteInEditMode]
|
||||
public class Magnet : MonoBehaviour
|
||||
{
|
||||
[Range(0.1f, 50.0f)]
|
||||
public float Strength = 5.0f;
|
||||
|
||||
[Range(0.1f, 50.0f)]
|
||||
public float Range = 5.0f;
|
||||
|
||||
public Transform RangeVisualizer;
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (RangeVisualizer != null)
|
||||
RangeVisualizer.localScale = new Vector3(Range * 2.0f, Range * 2.0f, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6aefb4603cbd49d4691e1aea49f45b00
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,29 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Cinemachine.Samples
|
||||
{
|
||||
public class MagnetGroupController : MonoBehaviour
|
||||
{
|
||||
public CinemachineTargetGroup TargetGroup;
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (TargetGroup == null || TargetGroup.IsEmpty)
|
||||
return;
|
||||
|
||||
// We assume that the player is at group index 0
|
||||
var targets = TargetGroup.Targets;
|
||||
var playerPos = targets[0].Object.position;
|
||||
for (int i = 1; i < targets.Count; ++i)
|
||||
{
|
||||
var t = targets[i];
|
||||
if (t.Object != null && t.Object.TryGetComponent<Magnet>(out var magnet))
|
||||
{
|
||||
// Reduce the member weight as the distance from player increases
|
||||
var distance = (playerPos - t.Object.position).magnitude;
|
||||
t.Weight = magnet.Strength * Mathf.Max(0, 1 - distance / magnet.Range);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0f6129fefa8c2eb41a2b757c190472af
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,36 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Cinemachine.Samples
|
||||
{
|
||||
[RequireComponent(typeof(CinemachineMixingCamera))]
|
||||
public class MixCamerasBasedOnSpeed : MonoBehaviour
|
||||
{
|
||||
[Tooltip("At and above this speed, the second camera is going to be in control completely.")]
|
||||
public float MaxSpeed;
|
||||
public Rigidbody Rigidbody;
|
||||
CinemachineMixingCamera m_Mixer;
|
||||
void Start()
|
||||
{
|
||||
m_Mixer = GetComponent<CinemachineMixingCamera>();
|
||||
}
|
||||
|
||||
void OnValidate()
|
||||
{
|
||||
MaxSpeed = Mathf.Max(1, MaxSpeed);
|
||||
}
|
||||
|
||||
void FixedUpdate()
|
||||
{
|
||||
if (Rigidbody == null)
|
||||
return;
|
||||
|
||||
#if UNITY_2023_3_OR_NEWER
|
||||
var t = Mathf.Clamp01(Rigidbody.linearVelocity.magnitude / MaxSpeed);
|
||||
#else
|
||||
var t = Mathf.Clamp01(Rigidbody.velocity.magnitude / MaxSpeed);
|
||||
#endif
|
||||
m_Mixer.Weight0 = 1 - t;
|
||||
m_Mixer.Weight1 = t;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a508fe0a084bc46889cc2017b857a97a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user