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