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

108 lines
5.2 KiB
C#

using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
namespace Cinemachine.Editor
{
[CustomEditor(typeof(CinemachineTransposer))]
internal sealed class CinemachineTransposerEditor : BaseEditor<CinemachineTransposer>
{
/// <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);
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));
break;
}
if (Target.HideOffsetInInspector)
excluded.Add(FieldPath(x => x.m_FollowOffset));
}
public override void OnInspectorGUI()
{
BeginInspector();
if (Target.FollowTarget == null)
EditorGUILayout.HelpBox(
"Transposer requires a Follow Target. Change Body to Do Nothing if you don't want a Follow target.",
MessageType.Warning);
DrawRemainingPropertiesInInspector();
}
/// Process a position drag from the user.
/// Called "magically" by the vcam editor, so don't change the signature.
public void OnVcamPositionDragged(Vector3 delta)
{
if (Target.FollowTarget != null)
{
Undo.RegisterCompleteObjectUndo(Target, "Camera drag");
Quaternion targetOrientation = Target.GetReferenceOrientation(Target.VcamState.ReferenceUp);
Vector3 localOffset = Quaternion.Inverse(targetOrientation) * delta;
Target.m_FollowOffset += localOffset;
Target.m_FollowOffset = Target.EffectiveOffset;
}
}
[DrawGizmo(GizmoType.Active | GizmoType.Selected, typeof(CinemachineTransposer))]
static void DrawTransposerGizmos(CinemachineTransposer 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 = Vector3.up;
CinemachineBrain brain = CinemachineCore.Instance.FindPotentialTargetBrain(target.VirtualCamera);
if (brain != null)
up = brain.DefaultWorldUp;
Vector3 targetPos = target.FollowTargetPosition;
Vector3 desiredPos = target.GetTargetCameraPosition(up);
Gizmos.DrawLine(targetPos, desiredPos);
//Gizmos.DrawWireSphere(desiredPos, HandleUtility.GetHandleSize(desiredPos) / 20);
Gizmos.color = originalGizmoColour;
}
}
}
}