144 lines
6.6 KiB
C#
144 lines
6.6 KiB
C#
using UnityEngine;
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using UnityEditor;
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using System.Collections.Generic;
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namespace Cinemachine.Editor
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{
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[CustomEditor(typeof(CinemachineOrbitalTransposer))]
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internal class CinemachineOrbitalTransposerEditor : BaseEditor<CinemachineOrbitalTransposer>
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{
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/// <summary>Get the property names to exclude in the inspector.</summary>
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/// <param name="excluded">Add the names to this list</param>
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protected override void GetExcludedPropertiesInInspector(List<string> excluded)
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{
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base.GetExcludedPropertiesInInspector(excluded);
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if (Target.m_HeadingIsSlave)
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{
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excluded.Add(FieldPath(x => x.m_FollowOffset));
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excluded.Add(FieldPath(x => x.m_BindingMode));
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excluded.Add(FieldPath(x => x.m_Heading));
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excluded.Add(FieldPath(x => x.m_XAxis));
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excluded.Add(FieldPath(x => x.m_RecenterToTargetHeading));
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}
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if (Target.HideOffsetInInspector)
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excluded.Add(FieldPath(x => x.m_FollowOffset));
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switch (Target.m_BindingMode)
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{
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default:
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case CinemachineTransposer.BindingMode.LockToTarget:
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if (Target.m_AngularDampingMode == CinemachineTransposer.AngularDampingMode.Euler)
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excluded.Add(FieldPath(x => x.m_AngularDamping));
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else
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{
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excluded.Add(FieldPath(x => x.m_PitchDamping));
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excluded.Add(FieldPath(x => x.m_YawDamping));
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excluded.Add(FieldPath(x => x.m_RollDamping));
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}
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break;
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case CinemachineTransposer.BindingMode.LockToTargetNoRoll:
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excluded.Add(FieldPath(x => x.m_RollDamping));
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excluded.Add(FieldPath(x => x.m_AngularDamping));
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excluded.Add(FieldPath(x => x.m_AngularDampingMode));
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break;
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case CinemachineTransposer.BindingMode.LockToTargetWithWorldUp:
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excluded.Add(FieldPath(x => x.m_PitchDamping));
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excluded.Add(FieldPath(x => x.m_RollDamping));
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excluded.Add(FieldPath(x => x.m_AngularDamping));
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excluded.Add(FieldPath(x => x.m_AngularDampingMode));
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break;
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case CinemachineTransposer.BindingMode.LockToTargetOnAssign:
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case CinemachineTransposer.BindingMode.WorldSpace:
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excluded.Add(FieldPath(x => x.m_PitchDamping));
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excluded.Add(FieldPath(x => x.m_YawDamping));
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excluded.Add(FieldPath(x => x.m_RollDamping));
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excluded.Add(FieldPath(x => x.m_AngularDamping));
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excluded.Add(FieldPath(x => x.m_AngularDampingMode));
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break;
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case CinemachineTransposer.BindingMode.SimpleFollowWithWorldUp:
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excluded.Add(FieldPath(x => x.m_XDamping));
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excluded.Add(FieldPath(x => x.m_PitchDamping));
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excluded.Add(FieldPath(x => x.m_YawDamping));
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excluded.Add(FieldPath(x => x.m_RollDamping));
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excluded.Add(FieldPath(x => x.m_AngularDamping));
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excluded.Add(FieldPath(x => x.m_AngularDampingMode));
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excluded.Add(FieldPath(x => x.m_Heading));
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excluded.Add(FieldPath(x => x.m_RecenterToTargetHeading));
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break;
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}
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}
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private void OnEnable()
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{
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Target.UpdateInputAxisProvider();
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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.FollowTarget == null)
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EditorGUILayout.HelpBox(
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"Orbital Transposer requires a Follow target.",
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MessageType.Warning);
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Target.m_XAxis.ValueRangeLocked
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= (Target.m_BindingMode == CinemachineTransposer.BindingMode.SimpleFollowWithWorldUp);
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DrawRemainingPropertiesInInspector();
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}
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/// Process a position drag from the user.
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/// Called "magically" by the vcam editor, so don't change the signature.
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private void OnVcamPositionDragged(Vector3 delta)
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{
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if (Target.FollowTarget != null)
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{
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Undo.RegisterCompleteObjectUndo(Target, "Camera drag");
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Quaternion targetOrientation = Target.GetReferenceOrientation(Target.VcamState.ReferenceUp);
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targetOrientation = targetOrientation * Quaternion.Euler(0, Target.m_Heading.m_Bias, 0);
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Vector3 localOffset = Quaternion.Inverse(targetOrientation) * delta;
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localOffset.x = 0;
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Target.m_FollowOffset += localOffset;
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Target.m_FollowOffset = Target.EffectiveOffset;
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}
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}
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[DrawGizmo(GizmoType.Active | GizmoType.Selected, typeof(CinemachineOrbitalTransposer))]
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static void DrawTransposerGizmos(CinemachineOrbitalTransposer target, GizmoType selectionType)
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{
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if (target.IsValid && !target.HideOffsetInInspector)
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{
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Color originalGizmoColour = Gizmos.color;
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Gizmos.color = CinemachineCore.Instance.IsLive(target.VirtualCamera)
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? CinemachineSettings.CinemachineCoreSettings.ActiveGizmoColour
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: CinemachineSettings.CinemachineCoreSettings.InactiveGizmoColour;
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Vector3 up = target.VirtualCamera.State.ReferenceUp;
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Vector3 pos = target.FollowTargetPosition;
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Quaternion orient = target.GetReferenceOrientation(up);
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up = orient * Vector3.up;
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DrawCircleAtPointWithRadius
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(pos + up * target.m_FollowOffset.y, orient, target.m_FollowOffset.z);
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Gizmos.color = originalGizmoColour;
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}
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}
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public static void DrawCircleAtPointWithRadius(Vector3 point, Quaternion orient, float radius)
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{
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Matrix4x4 prevMatrix = Gizmos.matrix;
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Gizmos.matrix = Matrix4x4.TRS(point, orient, radius * Vector3.one);
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const int kNumPoints = 25;
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Vector3 currPoint = Vector3.forward;
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Quaternion rot = Quaternion.AngleAxis(360f / (float)kNumPoints, Vector3.up);
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for (int i = 0; i < kNumPoints + 1; ++i)
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{
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Vector3 nextPoint = rot * currPoint;
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Gizmos.DrawLine(currPoint, nextPoint);
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currPoint = nextPoint;
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}
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Gizmos.matrix = prevMatrix;
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}
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}
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}
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