2021-06-25 07:50:12 -04:00

123 lines
5.1 KiB
C#

using UnityEngine;
using UnityEditor;
using Cinemachine.Utility;
namespace Cinemachine.Editor
{
[CustomEditor(typeof(CinemachineComposer))]
internal class CinemachineComposerEditor : BaseEditor<CinemachineComposer>
{
CinemachineScreenComposerGuides mScreenGuideEditor;
GameViewEventCatcher mGameViewEventCatcher;
protected virtual void OnEnable()
{
mScreenGuideEditor = new CinemachineScreenComposerGuides();
mScreenGuideEditor.GetHardGuide = () => { return Target.HardGuideRect; };
mScreenGuideEditor.GetSoftGuide = () => { return Target.SoftGuideRect; };
mScreenGuideEditor.SetHardGuide = (Rect r) => { Target.HardGuideRect = r; };
mScreenGuideEditor.SetSoftGuide = (Rect r) => { Target.SoftGuideRect = r; };
mScreenGuideEditor.Target = () => { return serializedObject; };
mGameViewEventCatcher = new GameViewEventCatcher();
mGameViewEventCatcher.OnEnable();
CinemachineDebug.OnGUIHandlers -= OnGUI;
CinemachineDebug.OnGUIHandlers += OnGUI;
if (CinemachineSettings.CinemachineCoreSettings.ShowInGameGuides)
InspectorUtility.RepaintGameView();
}
protected virtual void OnDisable()
{
mGameViewEventCatcher.OnDisable();
CinemachineDebug.OnGUIHandlers -= OnGUI;
if (CinemachineSettings.CinemachineCoreSettings.ShowInGameGuides)
InspectorUtility.RepaintGameView();
}
public override void OnInspectorGUI()
{
BeginInspector();
if (Target.LookAtTarget == null)
EditorGUILayout.HelpBox(
"A LookAt target is required. Change Aim to Do Nothing if you don't want a LookAt target.",
MessageType.Warning);
// First snapshot some settings
Rect oldHard = Target.HardGuideRect;
Rect oldSoft = Target.SoftGuideRect;
// Draw the properties
DrawRemainingPropertiesInInspector();
mScreenGuideEditor.SetNewBounds(oldHard, oldSoft, Target.HardGuideRect, Target.SoftGuideRect);
}
protected virtual void OnGUI()
{
if (Target == null)
return;
// Draw the camera guides
if (!Target.IsValid || !CinemachineSettings.CinemachineCoreSettings.ShowInGameGuides)
return;
var vcam = Target.VirtualCamera;
CinemachineBrain brain = CinemachineCore.Instance.FindPotentialTargetBrain(vcam);
if (brain == null || (brain.OutputCamera.activeTexture != null && CinemachineCore.Instance.BrainCount > 1))
return;
// Screen guides
bool isLive = brain.IsLive(vcam, true);
mScreenGuideEditor.OnGUI_DrawGuides(isLive, brain.OutputCamera, Target.VcamState.Lens, true);
// Draw an on-screen gizmo for the target
if (Target.LookAtTarget != null && isLive)
{
Vector3 targetScreenPosition = brain.OutputCamera.WorldToScreenPoint(Target.TrackedPoint);
if (targetScreenPosition.z > 0)
{
targetScreenPosition.y = Screen.height - targetScreenPosition.y;
GUI.color = CinemachineSettings.ComposerSettings.TargetColour;
Rect r = new Rect(targetScreenPosition, Vector2.zero);
float size = (CinemachineSettings.ComposerSettings.TargetSize
+ CinemachineScreenComposerGuides.kGuideBarWidthPx) / 2;
GUI.DrawTexture(r.Inflated(new Vector2(size, size)), Texture2D.whiteTexture);
size -= CinemachineScreenComposerGuides.kGuideBarWidthPx;
if (size > 0)
{
Vector4 overlayOpacityScalar
= new Vector4(1f, 1f, 1f, CinemachineSettings.ComposerSettings.OverlayOpacity);
GUI.color = Color.black * overlayOpacityScalar;
GUI.DrawTexture(r.Inflated(new Vector2(size, size)), Texture2D.whiteTexture);
}
}
}
}
#if false
// debugging only
[DrawGizmo(GizmoType.Active | GizmoType.Selected, typeof(CinemachineComposer))]
static void DrawTransposerGizmos(CinemachineComposer target, GizmoType selectionType)
{
// Draw lookahead path
if (target.m_LookaheadTime > 0)
{
Color originalGizmoColour = Gizmos.color;
Gizmos.color = CinemachineSettings.ComposerSettings.TargetColour;
var p0 = target.m_Predictor.PredictPosition(0);
int numSteps = 20;
for (int i = 1; i <= numSteps; ++i)
{
var p1 = target.m_Predictor.PredictPosition(i * target.m_LookaheadTime / numSteps);
Gizmos.DrawLine(p0, p1);
p0 = p1;
}
Gizmos.color = originalGizmoColour;
}
}
#endif
}
}