108 lines
5.2 KiB
C#
108 lines
5.2 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(CinemachineTransposer))]
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internal sealed class CinemachineTransposerEditor : BaseEditor<CinemachineTransposer>
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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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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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break;
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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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}
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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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"Transposer requires a Follow Target. Change Body to Do Nothing if you don't want a Follow target.",
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MessageType.Warning);
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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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public 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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Vector3 localOffset = Quaternion.Inverse(targetOrientation) * delta;
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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(CinemachineTransposer))]
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static void DrawTransposerGizmos(CinemachineTransposer 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 = Vector3.up;
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CinemachineBrain brain = CinemachineCore.Instance.FindPotentialTargetBrain(target.VirtualCamera);
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if (brain != null)
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up = brain.DefaultWorldUp;
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Vector3 targetPos = target.FollowTargetPosition;
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Vector3 desiredPos = target.GetTargetCameraPosition(up);
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Gizmos.DrawLine(targetPos, desiredPos);
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//Gizmos.DrawWireSphere(desiredPos, HandleUtility.GetHandleSize(desiredPos) / 20);
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Gizmos.color = originalGizmoColour;
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}
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}
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}
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}
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