Added Observation Scene to show the Replay

This commit is contained in:
Thorbjoern
2025-05-26 18:56:25 +02:00
parent 37c6bd8269
commit c304bc0e10
211 changed files with 60070 additions and 14 deletions
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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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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;
}
}
}
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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);
}
}
}
@@ -0,0 +1,3 @@
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timeCreated: 1611253266
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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);
}
}
}
}
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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);
}
}
}
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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);
}
}
}
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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;
}
}
}
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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);
}
}
}
}
}
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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);
}
}
}
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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);
}
}
}
}
}
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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;
}
}
}
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