void UpdateAnimation() { if (animationTarget == null) { Debug.LogError("There is no aniamtion target specified in the Camera Path Bezier Animator component. Nothing to animate.\nYou can find this component in the main camera path component."); return; } if (!playing) { return; } float usePercentage = normalised? RecalculatePercentage(_percentage): _percentage; animationTarget.position = bezier.GetPathPosition(usePercentage); animationTarget.camera.fov = bezier.GetPathFOV(usePercentage); Vector3 minusPoint, plusPoint; switch (bezier.mode) { case CameraPathBezier.viewmodes.usercontrolled: animationTarget.rotation = bezier.GetPathRotation(_percentage); break; case CameraPathBezier.viewmodes.target: animationTarget.LookAt(bezier.target.transform.position); break; case CameraPathBezier.viewmodes.followpath: if (!bezier.loop) { minusPoint = bezier.GetPathPosition(Mathf.Clamp01(usePercentage - 0.05f)); plusPoint = bezier.GetPathPosition(Mathf.Clamp01(usePercentage + 0.05f)); } else { float minus = usePercentage - 0.05f; if (minus < 0) { minus += 1; } float plus = usePercentage + 0.05f; if (plus > 1) { plus += -1; } minusPoint = bezier.GetPathPosition(minus); plusPoint = bezier.GetPathPosition(plus); } animationTarget.LookAt(animationTarget.position + (plusPoint - minusPoint)); break; } }
//PRIVATE METHODS void UpdateAnimation() { if (animationTarget == null) { Debug.LogError("There is no aniamtion target specified in the Camera Path Bezier Animator component. Nothing to animate.\nYou can find this component in the main camera path component."); Stop(); return; } if (!playing) { return; } animationTarget.position = bezier.GetPathPosition(usePercentage); if (isCamera) { animationTarget.GetComponent <Camera>().fov = bezier.GetPathFOV(usePercentage); } Vector3 minusPoint, plusPoint; switch (bezier.mode) { case CameraPathBezier.viewmodes.usercontrolled: animationTarget.rotation = bezier.GetPathRotation(usePercentage); break; case CameraPathBezier.viewmodes.target: animationTarget.LookAt(bezier.target.transform.position); break; case CameraPathBezier.viewmodes.followpath: if (!bezier.loop) { minusPoint = bezier.GetPathPosition(Mathf.Clamp01(usePercentage - 0.05f)); plusPoint = bezier.GetPathPosition(Mathf.Clamp01(usePercentage + 0.05f)); } else { float minus = usePercentage - 0.05f; if (minus < 0) { minus += 1; } float plus = usePercentage + 0.05f; if (plus > 1) { plus += -1; } minusPoint = bezier.GetPathPosition(minus); plusPoint = bezier.GetPathPosition(plus); } animationTarget.LookAt(animationTarget.position + (plusPoint - minusPoint)); animationTarget.eulerAngles += transform.forward * -bezier.GetPathTilt(usePercentage); break; case CameraPathBezier.viewmodes.reverseFollowpath: if (!bezier.loop) { minusPoint = bezier.GetPathPosition(Mathf.Clamp01(usePercentage - 0.05f)); plusPoint = bezier.GetPathPosition(Mathf.Clamp01(usePercentage + 0.05f)); } else { float minus = usePercentage - 0.05f; if (minus < 0) { minus += 1; } float plus = usePercentage + 0.05f; if (plus > 1) { plus += -1; } minusPoint = bezier.GetPathPosition(minus); plusPoint = bezier.GetPathPosition(plus); } animationTarget.LookAt(animationTarget.position + (minusPoint - plusPoint)); break; case CameraPathBezier.viewmodes.mouselook: animationTarget.rotation = GetMouseLook(); break; } }
public override void OnInspectorGUI() { Camera[] cams = Camera.allCameras; bool sceneHasCamera = cams.Length > 0; if (Camera.main) { sceneCamera = Camera.main; } else if (sceneHasCamera) { sceneCamera = cams[0]; } if (sceneCamera != null) { if (sceneCameraSkybox == null) { sceneCameraSkybox = sceneCamera.GetComponent <Skybox>(); } } if (pointPreviewTexture == null) { pointPreviewTexture = new RenderTexture(400, Mathf.RoundToInt(400 / aspect), 24); } if (animator.animationTarget == null) { EditorGUILayout.HelpBox("No animation target has been specified so there is nothing to animate. Select an animation target in the Camera Path Bezier Animator Component in the parent clip", MessageType.Warning); } else { if ((EditorGUIUtility.isProSkin) && bezier.numberOfCurves > 0 && pointPreviewTexture != null) { bool cameraPathPreview = EditorPrefs.GetBool("CameraPathPreview"); GUILayout.Space(7); EditorGUILayout.BeginHorizontal(); GUILayout.Label("Animation Preview"); if (cameraPathPreview) { if (GUILayout.Button("Hide", GUILayout.Width(50))) { EditorPrefs.SetBool("CameraPathPreview", false); } } else { if (GUILayout.Button("Show", GUILayout.Width(50))) { EditorPrefs.SetBool("CameraPathPreview", true); } } EditorGUILayout.Space(); EditorGUILayout.EndHorizontal(); if (!Application.isPlaying && cameraPathPreview) { float usePercentage = animator.normalised? animator.RecalculatePercentage(animator.editorTime): animator.editorTime; //Get animation values and apply them to the preview camera previewCamPos = bezier.GetPathPosition(usePercentage); previewCamRot = Quaternion.identity; previewCamFOV = bezier.GetPathFOV(usePercentage); //Assign rotation to preview camera Vector3 plusPoint, minusPoint; switch (bezier.mode) { case CameraPathBezier.viewmodes.usercontrolled: previewCamRot = bezier.GetPathRotation(usePercentage); break; case CameraPathBezier.viewmodes.target: if (bezier.target != null) { previewCamRot = Quaternion.LookRotation(bezier.target.transform.position - previewCamPos); } else { EditorGUILayout.HelpBox("No target has been specified in the bezier path", MessageType.Warning); previewCamRot = Quaternion.identity; } break; case CameraPathBezier.viewmodes.followpath: minusPoint = bezier.GetPathPosition(Mathf.Clamp01(usePercentage - 0.05f)); plusPoint = bezier.GetPathPosition(Mathf.Clamp01(usePercentage + 0.05f)); previewCamRot = Quaternion.LookRotation(plusPoint - minusPoint); break; case CameraPathBezier.viewmodes.reverseFollowpath: minusPoint = bezier.GetPathPosition(Mathf.Clamp01(usePercentage - 0.05f)); plusPoint = bezier.GetPathPosition(Mathf.Clamp01(usePercentage + 0.05f)); previewCamRot = Quaternion.LookRotation(minusPoint - plusPoint); break; case CameraPathBezier.viewmodes.mouselook: Vector3 minusPointb = bezier.GetPathPosition(Mathf.Clamp01(usePercentage - 0.05f)); Vector3 plusPointb = bezier.GetPathPosition(Mathf.Clamp01(usePercentage + 0.05f)); previewCamRot = Quaternion.LookRotation(plusPointb - minusPointb); break; } //Render the camera preview GameObject cam = new GameObject("Point Preview"); cam.transform.parent = bezier.transform; cam.AddComponent <Camera>(); //Retreive camera settings from the main camera if (sceneCamera != null) { cam.GetComponent <Camera>().backgroundColor = sceneCamera.backgroundColor; if (sceneCameraSkybox != null) { cam.AddComponent <Skybox>().material = sceneCameraSkybox.material; } else if (RenderSettings.skybox != null) { cam.AddComponent <Skybox>().material = RenderSettings.skybox; } } cam.transform.position = previewCamPos; cam.transform.rotation = previewCamRot; cam.GetComponent <Camera>().fieldOfView = previewCamFOV; cam.GetComponent <Camera>().targetTexture = pointPreviewTexture; cam.GetComponent <Camera>().Render(); cam.GetComponent <Camera>().targetTexture = null; DestroyImmediate(cam); //Display the camera preview Rect previewRect = new Rect(0, 0, Screen.width, Screen.width / aspect); Rect layoutRect = EditorGUILayout.BeginVertical(); previewRect.x = layoutRect.x; previewRect.y = layoutRect.y + 5; EditorGUI.DrawPreviewTexture(previewRect, pointPreviewTexture); GUILayout.Space(previewRect.height + 10); pointPreviewTexture.Release(); EditorGUILayout.BeginHorizontal(); float time = EditorGUILayout.Slider(animator.editorTime * animator.pathTime, 0, animator.pathTime); animator.editorTime = time / animator.pathTime; EditorGUILayout.LabelField("sec", GUILayout.Width(25)); EditorGUILayout.EndHorizontal(); EditorGUILayout.EndVertical(); } } } animator.showScenePreview = EditorGUILayout.Toggle("Show Scene Preview Info", animator.showScenePreview); animator.playOnStart = EditorGUILayout.Toggle("Play on start", animator.playOnStart); EditorGUILayout.BeginHorizontal(); animator.pathTime = EditorGUILayout.FloatField("Animation Time", animator.pathTime); EditorGUILayout.LabelField("sec", GUILayout.Width(25)); EditorGUILayout.EndHorizontal(); bool noPath = bezier.numberOfControlPoints < 2; EditorGUI.BeginDisabledGroup(noPath); EditorGUILayout.BeginHorizontal(); float newPathSpeed = EditorGUILayout.FloatField("Animation Speed", animator.pathSpeed); if (!noPath) { animator.pathSpeed = newPathSpeed; } EditorGUILayout.LabelField("m/sec", GUILayout.Width(25)); EditorGUILayout.EndHorizontal(); EditorGUI.EndDisabledGroup(); animator.pathTime = Mathf.Max(animator.pathTime, 0.001f); //ensure it's a real number animator.animationTarget = (Transform)EditorGUILayout.ObjectField("Animate Object", animator.animationTarget, typeof(Transform), true); EditorGUILayout.HelpBox("This toggle can be used to specify what kind of object you are animating. If it isn't a camera, we recommend you uncheck this box", MessageType.Info); animator.isCamera = EditorGUILayout.Toggle("Is Camera", animator.isCamera); animator.mode = (CameraPathBezierAnimator.modes)EditorGUILayout.EnumPopup("Animation Mode", animator.mode); animator.normalised = EditorGUILayout.Toggle("Normalised Path", animator.normalised); EditorGUILayout.HelpBox("Set this if you want to start another camera path animation once this has completed", MessageType.Info); animator.nextAnimation = (CameraPathBezierAnimator)EditorGUILayout.ObjectField("Next Camera Path", animator.nextAnimation, typeof(CameraPathBezierAnimator), true); if (bezier.mode == CameraPathBezier.viewmodes.mouselook) { EditorGUILayout.HelpBox("Alter the mouse sensitivity here", MessageType.Info); animator.sensitivity = EditorGUILayout.Slider("Mouse Sensitivity", animator.sensitivity, 0.1f, 2.0f); EditorGUILayout.HelpBox("Restrict the vertical viewable area here.", MessageType.Info); EditorGUILayout.LabelField("Mouse Y Restriction"); EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField(((int)animator.minX).ToString(), GUILayout.Width(30)); EditorGUILayout.MinMaxSlider(ref animator.minX, ref animator.maxX, -180, 180); EditorGUILayout.LabelField(((int)animator.maxX).ToString(), GUILayout.Width(30)); EditorGUILayout.EndHorizontal(); } if (GUI.changed) { bezier.RecalculateStoredValues(); EditorUtility.SetDirty(animator); EditorUtility.SetDirty(bezier); } }