using System.Collections; using System.Collections.Generic; using UnityEngine; using MoreMountains.Feedbacks; using Cinemachine; namespace MoreMountains.FeedbacksForThirdParty { /// /// This feedback will let you change the priorities of your cameras. /// It requires a bit of setup : adding a MMCinemachinePriorityListener to your different cameras, with unique Channel values on them. /// Optionally, you can add a MMCinemachinePriorityBrainListener on your Cinemachine Brain to handle different transition types and durations. /// Then all you have to do is pick a channel and a new priority on your feedback, and play it. Magic transition! /// [AddComponentMenu("")] [FeedbackPath("Camera/Cinemachine Transition")] [FeedbackHelp("This feedback will let you change the priorities of your cameras. It requires a bit of setup : " + "adding a MMCinemachinePriorityListener to your different cameras, with unique Channel values on them. " + "Optionally, you can add a MMCinemachinePriorityBrainListener on your Cinemachine Brain to handle different transition types and durations. " + "Then all you have to do is pick a channel and a new priority on your feedback, and play it. Magic transition!")] public class MMFeedbackCinemachineTransition : MMFeedback { public enum Modes { Event, Binding } /// sets the inspector color for this feedback #if UNITY_EDITOR public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.CameraColor; } } #endif /// the duration of this feedback is the duration of the shake public override float FeedbackDuration { get { return ApplyTimeMultiplier(BlendDefintion.m_Time); } set { BlendDefintion.m_Time = value; } } [Header("Cinemachine Transition")] /// the selected mode (either via event, or via direct binding of a specific camera) [Tooltip("the selected mode (either via event, or via direct binding of a specific camera)")] public Modes Mode = Modes.Event; /// the channel to emit on [Tooltip("the channel to emit on")] public int Channel = 0; /// the virtual camera to target [Tooltip("the virtual camera to target")] [MMFEnumCondition("Mode", (int)Modes.Binding)] public CinemachineVirtualCamera TargetVirtualCamera; /// whether or not to reset the target's values after shake [Tooltip("whether or not to reset the target's values after shake")] public bool ResetValuesAfterTransition = true; [Header("Priority")] /// the new priority to apply to all virtual cameras on the specified channel [Tooltip("the new priority to apply to all virtual cameras on the specified channel")] public int NewPriority = 10; /// whether or not to force all virtual cameras on other channels to reset their priority to zero [Tooltip("whether or not to force all virtual cameras on other channels to reset their priority to zero")] public bool ForceMaxPriority = true; /// whether or not to apply a new blend [Tooltip("whether or not to apply a new blend")] public bool ForceTransition = false; /// the new blend definition to apply [Tooltip("the new blend definition to apply")] [MMFCondition("ForceTransition", true)] public CinemachineBlendDefinition BlendDefintion; protected CinemachineBlendDefinition _tempBlend; /// /// Triggers a priority change on listening virtual cameras /// /// /// protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f) { if (Active) { _tempBlend = BlendDefintion; _tempBlend.m_Time = FeedbackDuration; if (Mode == Modes.Event) { MMCinemachinePriorityEvent.Trigger(Channel, ForceMaxPriority, NewPriority, ForceTransition, _tempBlend, ResetValuesAfterTransition, Timing.TimescaleMode); } else { MMCinemachinePriorityEvent.Trigger(Channel, ForceMaxPriority, 0, ForceTransition, _tempBlend, ResetValuesAfterTransition, Timing.TimescaleMode); TargetVirtualCamera.Priority = NewPriority; } } } } }