public override void OnLogicFinished(StateMachineComponent stateMachine) { CinematicCameraMixer camera = _camera.GetComponent(); CinematicCameraShot cameraShot = _shot.GetComponent(); if (camera != null && cameraShot != null) { camera.StopCameraShot(cameraShot); } }
public override void OnLogicStarted(StateMachineComponent stateMachine) { CinematicCameraMixer camera = _camera.GetComponent(); CinematicCameraShot cameraShot = _shot.GetComponent(); if (camera != null && cameraShot != null) { camera.StartCameraShot(cameraShot, _duration, _extrapolation, _blendTime, _blendEaseType); } }
public void End(StateMachineComponent stateMachine) { CinematicCameraMixer camera = _camera.GetComponent(); CinematicCameraShot cameraShot = _shot.GetComponent(); if (camera != null && cameraShot != null) { camera.StopCameraShot(cameraShot); } }
public eEventTriggerReturn Trigger(StateMachineComponent stateMachine) { CinematicCameraMixer camera = _camera.GetComponent(); CinematicCameraShot cameraShot = _shot.GetComponent(); if (camera != null && cameraShot != null) { camera.StartCameraShot(cameraShot, _duration, _extrapolation, _blendTime, _blendEaseType); } return(eEventTriggerReturn.EventOngoing); }
private void RenderGamePreview(Event evnt) { CinematicCamera previewCamera = (CinematicCamera)_previewCameraProperty.objectReferenceValue; if (_preview && previewCamera != null) { CinematicCameraShot shot = (CinematicCameraShot)target; float clipPosition = CinematicCameraMixer.GetClipPosition(shot._previewClipExtrapolation, _previewClipTime, shot._previewClipDuration); previewCamera.SetState(shot.GetState(clipPosition)); Rect sceneViewRect = Camera.current.pixelRect; //IF double pixel rendering!! sceneViewRect.width /= 2; sceneViewRect.height /= 2; int viewWidth = (int)sceneViewRect.width; int viewHeight = (int)sceneViewRect.height; //If at this height the width is to big, need to make height less if (Mathf.FloorToInt(viewHeight * kAspectRatio) > viewWidth) { viewHeight = (int)(sceneViewRect.width * (1f / kAspectRatio)); } //If at this height the height is to big, need to make width less if (Mathf.FloorToInt(viewWidth * (1f / kAspectRatio)) > viewHeight) { viewWidth = (int)(sceneViewRect.height * kAspectRatio); } if (_targetTexture == null || viewWidth != _targetTexture.width || viewHeight != _targetTexture.height) { if (_targetTexture == null) { _targetTexture = new RenderTexture(viewWidth, viewHeight, 16, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear); } else { _targetTexture.Release(); } _targetTexture.width = viewWidth; _targetTexture.height = viewHeight; _targetTexture.antiAliasing = 1; _targetTexture.Create(); } if (_targetTexture.IsCreated()) { //Render scene - need better way of grabbing post fx RenderTexture active = RenderTexture.active; RenderTexture.active = _targetTexture; GL.Clear(true, true, Color.clear); RenderTexture.active = active; RenderCameras(); //Render on screen GUI.BeginGroup(sceneViewRect); //Clear screen to black Color guiColor = GUI.color; GUI.color = Color.black; GUI.DrawTexture(sceneViewRect, EditorUtils.OnePixelTexture); GUI.color = guiColor; //Render game texture to screen Rect viewRect = new Rect { width = viewWidth, height = viewHeight }; viewRect.x = (sceneViewRect.width - viewRect.width) * 0.5f; viewRect.y = (sceneViewRect.height - viewRect.height) * 0.5f; GUI.DrawTexture(GetFlippedRect(viewRect), _targetTexture, ScaleMode.StretchToFill, false); GUI.EndGroup(); } } }
public override void ProcessFrame(Playable playable, FrameData info, object playerData) { _trackBinding = playerData as CinematicCamera; if (_trackBinding == null) { return; } if (!_firstFrameHappened) { _defaultState = _trackBinding.GetState(); _firstFrameHappened = true; } int numInputs = playable.GetInputCount(); float[] inputWeights = new float[numInputs]; float totalWeights = 0.0f; CinematicCameraState[] states = new CinematicCameraState[numInputs]; for (int i = 0; i < numInputs; i++) { ScriptPlayable <CinematicCameraPlayableBehaviour> scriptPlayable = (ScriptPlayable <CinematicCameraPlayableBehaviour>)playable.GetInput(i); CinematicCameraPlayableBehaviour inputBehaviour = scriptPlayable.GetBehaviour(); if (inputBehaviour != null && (inputBehaviour._cameraShot != null || inputBehaviour._path != null)) { float inputWeight = playable.GetInputWeight(i); if (inputWeight > 0.0f) { TimelineClip clip = _trackAsset.GetClip(inputBehaviour._clipAsset); if (clip != null) { double clipStart = clip.hasPreExtrapolation ? clip.extrapolatedStart : clip.start; double clipDuration = clip.hasPreExtrapolation || clip.hasPostExtrapolation ? clip.extrapolatedDuration : clip.duration; if (_director.time >= clipStart && _director.time <= clipStart + clipDuration) { inputWeights[i] = inputWeight; Extrapolation extrapolation = Extrapolation.Hold; if (clip.hasPreExtrapolation && _director.time < clip.start) { extrapolation = GetExtrapolation(clip.preExtrapolationMode); } else if (clip.hasPostExtrapolation && _director.time > clip.start + clip.duration) { extrapolation = GetExtrapolation(clip.postExtrapolationMode); } float timeInClip = (float)(_director.time - clip.start); //Single shot if (inputBehaviour._cameraShot != null) { states[i] = inputBehaviour._cameraShot.GetState(timeInClip, (float)clip.duration); } //Camera path else if (inputBehaviour._path != null) { float clipPosition = CinematicCameraMixer.GetClipPosition(extrapolation, timeInClip, (float)clip.duration); float pathT = (float)MathUtils.Interpolate(inputBehaviour._pathInterpolation, 0d, 1f, clipPosition); //Work out path position PathPosition pos = inputBehaviour._path.GetPoint(pathT); //Work out a lerp between to path nodes inputBehaviour._path.GetNodeSection(pathT, out int startNode, out int endNode, out float sectionT); //Lerp camera shot state based on the relevant section of the path GetPathNodeStateInfo(timeInClip, (float)clip.duration, inputBehaviour._path, startNode, out CinematicCameraState startNodeState, out Quaternion startNodeFromTo, out Vector3 startNodeCamFor, out Vector3 startNodeCamUp); GetPathNodeStateInfo(timeInClip, (float)clip.duration, inputBehaviour._path, endNode, out CinematicCameraState endNodeState, out Quaternion endNodeFromTo, out Vector3 endNodeCamFor, out Vector3 endNodeCamUp); Vector3 cameraForward; Vector3 cameraUp; if (sectionT <= 0f) { states[i] = startNodeState; //cameraForward = startNodeFromTo * pos._pathForward; cameraForward = startNodeCamFor; cameraUp = startNodeCamUp; } else if (sectionT >= 1f) { states[i] = endNodeState; //cameraForward = endNodeFromTo * pos._pathForward; cameraForward = endNodeCamFor; cameraUp = endNodeCamUp; } else { states[i] = CinematicCameraState.Interpolate(_trackBinding, startNodeState, endNodeState, InterpolationType.Linear, sectionT); //Work out rotation based on Quaternion cameraRotation = Quaternion.Slerp(startNodeFromTo, endNodeFromTo, sectionT); cameraForward = cameraRotation * pos._pathForward; cameraForward = Vector3.Lerp(startNodeCamFor, endNodeCamFor, sectionT); cameraUp = Vector3.Lerp(startNodeCamUp, endNodeCamUp, sectionT); } //Set camera position from path pos states[i]._position = pos._pathPosition; states[i]._rotation = Quaternion.LookRotation(cameraForward, cameraUp); } totalWeights += inputWeights[i]; } } } } } if (totalWeights > 0.0f) { CinematicCameraState blendedState = _defaultState; float weightAdjust = 1.0f / totalWeights; bool firstBlend = true; for (int i = 0; i < numInputs; i++) { if (inputWeights[i] > 0.0f) { if (firstBlend) { blendedState = states[i]; firstBlend = false; } else { blendedState = CinematicCameraState.Interpolate(_trackBinding, blendedState, states[i], InterpolationType.Linear, inputWeights[i] * weightAdjust); } } } _trackBinding.SetState(blendedState); } else { _trackBinding.SetState(_defaultState); } }