//カメラのリセットを行う public virtual void CameraReset() { //現在使用中のカメラがある場合 if (_virtualCamera) { //ノイズの停止 _perlin.m_NoiseProfile = null; } //使用するカメラの更新 _virtualCamera = GetComponent <CameraManager>().GetCullentVCam(); _perlin = _virtualCamera.GetCinemachineComponent <Cinemachine.CinemachineBasicMultiChannelPerlin>(); }
public void Awake() { this.mainCamera = Camera.main; this.mapMask = LayerMask.GetMask("Map"); commandInput = new CommandInput_Move(); Cinemachine.CinemachineCore.GetInputAxis = AxisInputDelegate; ReferenceCollector rc = mainCamera.GetComponent <ReferenceCollector>(); playerCam = rc.Get <GameObject>("PlayerCam").GetComponent <CinemachineVirtualCamera>(); Unit = GetParent <Unit>(); //playerCam.Follow = Unit.GameObject.transform; //playerCam.LookAt = Unit.GameObject.GetComponentInChildren<CameraFollowHelper>().unitHead; ResetPosition(); // playerCam.Follow = Unit.GameObject.transform; mainCamera.GetComponent <MonoBehaviorEventHelpr>().appFocusEvent = (b) => { incontrol = b; }; }
void Start() { _vc = GetComponent <Cinemachine.CinemachineVirtualCamera>(); }
/// <summary> /// On Awake we grab our virtual camera /// </summary> protected virtual void Awake() { _virtualCamera = this.gameObject.GetComponent <Cinemachine.CinemachineVirtualCamera>(); _initialFieldOfView = _virtualCamera.m_Lens.FieldOfView; }
// Start is called before the first frame update void Start() { cvc = GetComponent <Cinemachine.CinemachineVirtualCamera>(); cvc.GetCinemachineComponent <Cinemachine.CinemachineBasicMultiChannelPerlin>().m_AmplitudeGain = 0; }
/// <summary> /// On awake we grab our components /// </summary> protected virtual void Awake() { _virtualCamera = GameObject.FindObjectOfType <Cinemachine.CinemachineVirtualCamera>(); _perlin = _virtualCamera.GetCinemachineComponent <Cinemachine.CinemachineBasicMultiChannelPerlin> (); }
// Start is called before the first frame update void Start() { virtCam = GetComponent <Cinemachine.CinemachineVirtualCamera>(); cameraZoom = virtCam.GetCinemachineComponent <Cinemachine.CinemachineFramingTransposer>().m_CameraDistance; }
// Use this for initialization void Start() { Cinemachine.CinemachineVirtualCamera virtualController = virtualCamera.GetComponent <Cinemachine.CinemachineVirtualCamera>(); virtualController.m_Follow = this.transform; }
// Start is called before the first frame update private void Awake() { c_VirtualCamera = VirtualCam.GetComponent <Cinemachine.CinemachineVirtualCamera>(); sr = GetComponent <SpriteRenderer>(); }
public static void ChangeToCamera(Cinemachine.CinemachineVirtualCamera value) => OnChangeToCamera?.Invoke(value);
private void CreateRigs(CinemachineVirtualCamera[] copyFrom) { // Invalidate the cache m_Rigs = null; mOribitals = null; string[] rigNames = RigNames; float[] softCenterDefaultsV = new float[] { 0.5f, 0.55f, 0.6f }; for (int i = 0; i < rigNames.Length; ++i) { CinemachineVirtualCamera src = null; if (copyFrom != null && copyFrom.Length > i) { src = copyFrom[i]; } CinemachineVirtualCamera rig = null; if (CreateRigOverride != null) { rig = CreateRigOverride(this, rigNames[i], src); } else { // If there is an existing rig with this name, delete it List <Transform> list = new List <Transform>(); foreach (Transform child in transform) { if (child.GetComponent <CinemachineVirtualCamera>() != null && child.gameObject.name == rigNames[i]) { list.Add(child); } } foreach (Transform child in list) { DestroyImmediate(child.gameObject); } // Create a new rig with default components GameObject go = new GameObject(rigNames[i]); go.transform.parent = transform; rig = go.AddComponent <CinemachineVirtualCamera>(); if (src != null) { ReflectionHelpers.CopyFields(src, rig); } else { go = rig.GetComponentOwner().gameObject; go.AddComponent <CinemachineOrbitalTransposer>(); go.AddComponent <CinemachineComposer>(); } } // Set up the defaults rig.InvalidateComponentPipeline(); CinemachineOrbitalTransposer orbital = rig.GetCinemachineComponent <CinemachineOrbitalTransposer>(); if (orbital == null) { orbital = rig.AddCinemachineComponent <CinemachineOrbitalTransposer>(); // should not happen } if (src == null) { // Only set defaults if not copying orbital.m_Radius = DefaultRadius[i]; orbital.m_HeightOffset = DefaultHeight[i]; CinemachineComposer composer = rig.GetCinemachineComponent <CinemachineComposer>(); if (composer != null) { composer.m_HorizontalDamping = composer.m_VerticalDamping = 0; composer.m_ScreenX = 0.5f; composer.m_ScreenY = softCenterDefaultsV[i]; composer.m_DeadZoneWidth = composer.m_DeadZoneHeight = 0; composer.m_SoftZoneWidth = composer.m_SoftZoneHeight = 0.8f; composer.m_BiasX = composer.m_BiasY = 0; } } } }
protected override void Awake() { base.Awake(); SetGizmoColor(Color.red); _cc = GetComponentInChildren <CapsuleCollider>(); _stat = GetComponent <PlayerStat>(); _anim = GetComponentInChildren <Animator>(); _Sound = GetComponent <PlayerSound>(); rigid = GetComponent <Rigidbody>(); CMvcam2 = GameObject.Find("CMvcam2").GetComponent <Cinemachine.CinemachineVirtualCamera>(); vignette = GameObject.Find("mainCam").GetComponent <PostProcessVolume>().profile.GetSetting <Vignette>(); colorGrading = GameObject.Find("mainCam").GetComponent <PostProcessVolume>().profile.GetSetting <ColorGrading>(); bloom = GameObject.Find("mainCam").GetComponent <PostProcessVolume>().profile.GetSetting <Bloom>(); Attack_Capsule = GameObject.FindGameObjectWithTag("Weapon").GetComponent <CapsuleCollider>(); Skill3_Capsule = Skill3_Start.GetComponent <CapsuleCollider>(); enemyHPBar = GameObject.Find("EnemyHPBar").GetComponent <EnemyHPBar>(); Skill1Shoots.gameObject.SetActive(false); instance = this; isSkill2 = false; isInputLock = false; isSpecial = false; isMouseYLock = false; try { Skill3_Start.SetActive(false); Skill3_End.SetActive(false); } catch { } randomShoot = new int[5]; PlayerState[] stateValues = (PlayerState[])System.Enum.GetValues(typeof(PlayerState)); foreach (PlayerState s in stateValues) { System.Type FSMType = System.Type.GetType("Player" + s.ToString()); FSMState state = (FSMState)GetComponent(FSMType); if (null == state) { state = (FSMState)gameObject.AddComponent(FSMType); } _states.Add(s, state); state.enabled = false; } for (int x = 0; x < _MR.Length; x++) { materialList.AddRange(_MR[x].materials); } remainingDash = 3; try { mission = GameObject.Find("Tutorial").GetComponent <MissionTutorial>(); } catch { mission = null; } }
// Use this for initialization void Start() { virtualCam = GameObject.FindWithTag("VirtCam").GetComponent <Cinemachine.CinemachineVirtualCamera>(); }
// Use this for initialization void Start() { GameObject vcam = GameObject.Find("CM vcam1"); virtualCameraScript = GetComponent <Cinemachine.CinemachineVirtualCamera>(); }
void Awake() { ballStart = GetComponentInChildren <BallStart>(); puzzleCamera = GetComponentInChildren <Cinemachine.CinemachineVirtualCamera>(); }
public virtual void SwitchCamera() { _virtualCamera = GameObject.FindGameObjectWithTag("Camera1").GetComponent <Cinemachine.CinemachineVirtualCamera>(); }
void Start() { VCam = GameObject.Find("Camera").GetComponentInChildren <Cinemachine.CinemachineVirtualCamera>(); }
void Start() { cameraController = Camera.main.GetComponentInChildren <Cinemachine.CinemachineVirtualCamera>(); }
void Start() { cinemachineVirtualCamera = GetComponent <Cinemachine.CinemachineVirtualCamera>(); dolly = cinemachineVirtualCamera.GetCinemachineComponent <Cinemachine.CinemachineTrackedDolly>(); }
private void UpdateRigCache() { if (mIsDestroyed) { return; } bool isPrefab = RuntimeUtility.IsPrefab(gameObject); #if UNITY_EDITOR // Special condition: Did we just get copy/pasted? if (m_Rigs != null && m_Rigs.Length == 3 && m_Rigs[0] != null && m_Rigs[0].transform.parent != transform) { if (!isPrefab) // can't paste to a prefab { var copyFrom = m_Rigs; DestroyRigs(); m_Rigs = CreateRigs(copyFrom); } } for (int i = 0; m_Rigs != null && i < 3 && i < m_Rigs.Length; ++i) { if (m_Rigs[i] != null) { CinemachineVirtualCamera.SetFlagsForHiddenChild(m_Rigs[i].gameObject); } } #endif // Early out if we're up to date if (mOrbitals != null && mOrbitals.Length == 3) { return; } // Locate existing rigs, and recreate them if any are missing if (LocateExistingRigs(RigNames, false) != 3 && !isPrefab) { DestroyRigs(); m_Rigs = CreateRigs(null); LocateExistingRigs(RigNames, true); } #if UNITY_EDITOR foreach (var rig in m_Rigs) { // Configure the UI if (rig == null) { continue; } rig.m_ExcludedPropertiesInInspector = m_CommonLens ? new string[] { "m_Script", "Header", "Extensions", "m_Priority", "m_Transitions", "m_Follow", "m_StandbyUpdate", "m_Lens" } : new string[] { "m_Script", "Header", "Extensions", "m_Priority", "m_Transitions", "m_Follow", "m_StandbyUpdate" }; rig.m_LockStageInInspector = new CinemachineCore.Stage[] { CinemachineCore.Stage.Body }; } #endif // Create the blend objects mBlendA = new CinemachineBlend(m_Rigs[1], m_Rigs[0], AnimationCurve.Linear(0, 0, 1, 1), 1, 0); mBlendB = new CinemachineBlend(m_Rigs[2], m_Rigs[1], AnimationCurve.Linear(0, 0, 1, 1), 1, 0); }
[SerializeField][HideInInspector] private Transform m_ComponentOwner = null; // serialized to handle copy/paste void UpdateComponentPipeline() { bool isPrefab = RuntimeUtility.IsPrefab(gameObject); #if UNITY_EDITOR // Did we just get copy/pasted? if (m_ComponentOwner != null && m_ComponentOwner.parent != transform) { if (!isPrefab) // can't paste to a prefab { CinemachineVirtualCamera copyFrom = (m_ComponentOwner.parent != null) ? m_ComponentOwner.parent.gameObject.GetComponent <CinemachineVirtualCamera>() : null; DestroyPipeline(); m_ComponentOwner = CreatePipeline(copyFrom); } } if (m_ComponentOwner != null) { SetFlagsForHiddenChild(m_ComponentOwner.gameObject); } #endif // Early out if we're up-to-date if (m_ComponentOwner != null && m_ComponentPipeline != null) { return; } m_ComponentOwner = null; List <CinemachineComponentBase> list = new List <CinemachineComponentBase>(); foreach (Transform child in transform) { if (child.GetComponent <CinemachinePipeline>() != null) { m_ComponentOwner = child; CinemachineComponentBase[] components = child.GetComponents <CinemachineComponentBase>(); foreach (CinemachineComponentBase c in components) { if (c.enabled) { list.Add(c); } } } } // Make sure we have a pipeline owner if (m_ComponentOwner == null && !isPrefab) { m_ComponentOwner = CreatePipeline(null); } // Make sure the pipeline stays hidden, even through prefab if (m_ComponentOwner != null) { SetFlagsForHiddenChild(m_ComponentOwner.gameObject); } if (m_ComponentOwner != null && m_ComponentOwner.gameObject != null) { // Sort the pipeline list.Sort((c1, c2) => (int)c1.Stage - (int)c2.Stage); m_ComponentPipeline = list.ToArray(); } }
void Awake() { c_VirtualCamera = GameObject.FindGameObjectWithTag("Cinemachine").GetComponent <Cinemachine.CinemachineVirtualCamera>(); }
private CinemachineVirtualCamera[] CreateRigs(CinemachineVirtualCamera[] copyFrom) { // Invalidate the cache mOrbitals = null; float[] softCenterDefaultsV = new float[] { 0.5f, 0.55f, 0.6f }; CinemachineVirtualCamera[] newRigs = new CinemachineVirtualCamera[3]; for (int i = 0; i < RigNames.Length; ++i) { CinemachineVirtualCamera src = null; if (copyFrom != null && copyFrom.Length > i) { src = copyFrom[i]; } if (CreateRigOverride != null) { newRigs[i] = CreateRigOverride(this, RigNames[i], src); } else { // Create a new rig with default components GameObject go = new GameObject(RigNames[i]); go.transform.parent = transform; newRigs[i] = go.AddComponent <CinemachineVirtualCamera>(); if (src != null) { ReflectionHelpers.CopyFields(src, newRigs[i]); } else { go = newRigs[i].GetComponentOwner().gameObject; go.AddComponent <CinemachineOrbitalTransposer>(); go.AddComponent <CinemachineComposer>(); } } // Set up the defaults newRigs[i].InvalidateComponentPipeline(); CinemachineOrbitalTransposer orbital = newRigs[i].GetCinemachineComponent <CinemachineOrbitalTransposer>(); if (orbital == null) { orbital = newRigs[i].AddCinemachineComponent <CinemachineOrbitalTransposer>(); // should not happen } if (src == null) { // Only set defaults if not copying orbital.m_YawDamping = 0; CinemachineComposer composer = newRigs[i].GetCinemachineComponent <CinemachineComposer>(); if (composer != null) { composer.m_HorizontalDamping = composer.m_VerticalDamping = 0; composer.m_ScreenX = 0.5f; composer.m_ScreenY = softCenterDefaultsV[i]; composer.m_DeadZoneWidth = composer.m_DeadZoneHeight = 0.1f; composer.m_SoftZoneWidth = composer.m_SoftZoneHeight = 0.8f; composer.m_BiasX = composer.m_BiasY = 0; } } } return(newRigs); }
private int LocateExistingRigs(string[] rigNames, bool forceOrbital) { mOrbitals = new CinemachineOrbitalTransposer[rigNames.Length]; m_Rigs = new CinemachineVirtualCamera[rigNames.Length]; int rigsFound = 0; foreach (Transform child in transform) { CinemachineVirtualCamera vcam = child.GetComponent <CinemachineVirtualCamera>(); if (vcam != null) { GameObject go = child.gameObject; for (int i = 0; i < rigNames.Length; ++i) { if (mOrbitals[i] == null && go.name == rigNames[i]) { // Must have an orbital transposer or it's no good mOrbitals[i] = vcam.GetCinemachineComponent <CinemachineOrbitalTransposer>(); if (mOrbitals[i] == null && forceOrbital) { mOrbitals[i] = vcam.AddCinemachineComponent <CinemachineOrbitalTransposer>(); } if (mOrbitals[i] != null) { mOrbitals[i].m_HeadingIsSlave = true; if (i == 1) { mOrbitals[i].HeadingUpdater = (CinemachineOrbitalTransposer orbital, float deltaTime, Vector3 up) => { return(orbital.UpdateHeading(deltaTime, up, ref m_XAxis)); } } ; m_Rigs[i] = vcam; m_Rigs[i].m_StandbyUpdate = m_StandbyUpdate; ++rigsFound; } } } } } return(rigsFound); } void PushSettingsToRigs() { UpdateRigCache(); for (int i = 0; i < m_Rigs.Length; ++i) { if (m_Rigs[i] == null) { continue; } if (m_CommonLens) { m_Rigs[i].m_Lens = m_Lens; } // If we just deserialized from a legacy version, // pull the orbits and targets from the rigs if (mUseLegacyRigDefinitions) { mUseLegacyRigDefinitions = false; m_Orbits[i].m_Height = mOrbitals[i].m_FollowOffset.y; m_Orbits[i].m_Radius = -mOrbitals[i].m_FollowOffset.z; if (m_Rigs[i].Follow != null) { Follow = m_Rigs[i].Follow; } } m_Rigs[i].Follow = null; m_Rigs[i].m_StandbyUpdate = m_StandbyUpdate; if (!PreviousStateIsValid) { m_Rigs[i].PreviousStateIsValid = false; m_Rigs[i].transform.position = transform.position; m_Rigs[i].transform.rotation = transform.rotation; } // Hide the rigs from prying eyes if (CinemachineCore.sShowHiddenObjects) { m_Rigs[i].gameObject.hideFlags &= ~(HideFlags.HideInHierarchy | HideFlags.HideInInspector); } else { m_Rigs[i].gameObject.hideFlags |= (HideFlags.HideInHierarchy | HideFlags.HideInInspector); } mOrbitals[i].m_FollowOffset = GetLocalPositionForCameraFromInput(GetYAxisValue()); mOrbitals[i].m_BindingMode = m_BindingMode; mOrbitals[i].m_Heading = m_Heading; mOrbitals[i].m_XAxis = m_XAxis; mOrbitals[i].m_RecenterToTargetHeading.m_enabled = (i == 1) ? m_RecenterToTargetHeading.m_enabled : false; mOrbitals[i].m_RecenterToTargetHeading.m_WaitTime = m_RecenterToTargetHeading.m_WaitTime; mOrbitals[i].m_RecenterToTargetHeading.m_RecenteringTime = m_RecenterToTargetHeading.m_RecenteringTime; // Hack to get SimpleFollow with heterogeneous dampings to work if (m_BindingMode == CinemachineTransposer.BindingMode.SimpleFollowWithWorldUp) { m_Rigs[i].SetStateRawPosition(State.RawPosition); } } }
void Start() { VCam = GetComponentInChildren <Cinemachine.CinemachineVirtualCamera>(); VCam.Follow = GameObject.Find("Followee").transform; }
private void OnValidate() { UI = UI ?? GetComponentInChildren <CanvasGroup>(); Camera = Camera ?? GetComponentInChildren <Cinemachine.CinemachineVirtualCamera>(); }
void Start() { cam = GetComponent <CinemachineVirtualCamera>(); }
void Start() { cinemachineVirtualCamera = GetComponent <Cinemachine.CinemachineVirtualCamera>(); dolly = cinemachineVirtualCamera.GetCinemachineComponent <Cinemachine.CinemachineTrackedDolly>(); //target = GameObject.Find( "BossCameraTarget" ).transform; }
private void Awake() { virtualCamera = GetComponent <Cinemachine.CinemachineVirtualCamera>(); }
void Awake() { Camera = GetComponent <Camera>(); VirtualCamera = GetComponent <Cinemachine.CinemachineVirtualCamera>(); }