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