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

144 lines
6.6 KiB
C#

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