示例#1
0
        private IEnumerator AfterPhysics()
        {
            while (true)
            {
                // FixedUpdate can be called multiple times per frame
                yield return(mWaitForFixedUpdate);

                if (m_UpdateMethod == UpdateMethod.FixedUpdate ||
                    m_UpdateMethod == UpdateMethod.SmartUpdate)
                {
                    CinemachineCore.UpdateFilter filter = CinemachineCore.UpdateFilter.Fixed;
                    if (m_UpdateMethod == UpdateMethod.SmartUpdate)
                    {
                        // Track the targets
                        UpdateTracker.OnUpdate(UpdateTracker.UpdateClock.Fixed);
                        filter = CinemachineCore.UpdateFilter.SmartFixed;
                    }
                    UpdateVirtualCameras(filter, GetEffectiveDeltaTime(true));
                }
                // Choose the active vcam and apply it to the Unity camera
                if (m_BlendUpdateMethod == BrainUpdateMethod.FixedUpdate)
                {
                    UpdateFrame0(Time.fixedDeltaTime);
                    ProcessActiveCamera(Time.fixedDeltaTime);
                }
            }
        }
示例#2
0
        /// <summary>
        /// Update a single Cinemachine Virtual Camera if and only if it
        /// hasn't already been updated this frame.  Always update vcams via this method.
        /// Calling this more than once per frame for the same camera will have no effect.
        /// </summary>
        internal void UpdateVirtualCamera(
            CinemachineVirtualCameraBase vcam, Vector3 worldUp, float deltaTime)
        {
            if (vcam == null)
            {
                return;
            }

            bool isSmartUpdate = (CurrentUpdateFilter & UpdateFilter.Smart) == UpdateFilter.Smart;

            UpdateTracker.UpdateClock updateClock
                = (UpdateTracker.UpdateClock)(CurrentUpdateFilter & ~UpdateFilter.Smart);

            // If we're in smart update mode and the target moved, then we must examine
            // how the target has been moving recently in order to figure out whether to
            // update now
            if (isSmartUpdate)
            {
                Transform updateTarget = GetUpdateTarget(vcam);
                if (updateTarget == null)
                {
                    return;   // vcam deleted
                }
                if (UpdateTracker.GetPreferredUpdate(updateTarget) != updateClock)
                {
                    return;   // wrong clock
                }
            }

            // Have we already been updated this frame?
            if (mUpdateStatus == null)
            {
                mUpdateStatus = new Dictionary <CinemachineVirtualCameraBase, UpdateStatus>();
            }
            UpdateStatus status;

            if (!mUpdateStatus.TryGetValue(vcam, out status))
            {
                status = new UpdateStatus();
                mUpdateStatus.Add(vcam, status);
            }

            int frameDelta = (updateClock == UpdateTracker.UpdateClock.Late)
                ? Time.frameCount - status.lastUpdateFrame
                : FixedFrameCount - status.lastUpdateFixedFrame;

            if (deltaTime >= 0 && frameDelta == 0 && status.lastUpdateMode == updateClock)
            {
                return; // already updated
            }
            if (frameDelta != 1)
            {
                deltaTime = -1; // multiple frames - kill the damping
            }
//Debug.Log((vcam.ParentCamera == null ? "" : vcam.ParentCamera.Name + ".") + vcam.Name + ": frame " + Time.frameCount + "/" + status.lastUpdateFixedFrame + ", " + CurrentUpdateFilter + ", deltaTime = " + deltaTime);
            vcam.InternalUpdateCameraState(worldUp, deltaTime);
            status.lastUpdateFrame      = Time.frameCount;
            status.lastUpdateFixedFrame = FixedFrameCount;
            status.lastUpdateMode       = updateClock;
        }
示例#3
0
        private void LateUpdate()
        {
            float deltaTime = GetEffectiveDeltaTime(false);

            UpdateFrame0(deltaTime);
            UpdateCurrentLiveCameras();

            if (m_UpdateMethod == UpdateMethod.FixedUpdate)
            {
                // Special handling for fixed update: cameras that have been enabled
                // since the last physics frame must be updated now
                CinemachineCore.Instance.CurrentUpdateFilter = CinemachineCore.UpdateFilter.Fixed;
                if (SoloCamera != null)
                {
                    SoloCamera.UpdateCameraState(DefaultWorldUp, deltaTime);
                }
                mCurrentLiveCameras.UpdateCameraState(DefaultWorldUp, deltaTime);
            }
            else
            {
                CinemachineCore.UpdateFilter filter = CinemachineCore.UpdateFilter.Late;
                if (m_UpdateMethod == UpdateMethod.SmartUpdate)
                {
                    // Track the targets
                    UpdateTracker.OnUpdate(UpdateTracker.UpdateClock.Late);
                    filter = CinemachineCore.UpdateFilter.SmartLate;
                }
                UpdateVirtualCameras(filter, deltaTime);
            }
            // Choose the active vcam and apply it to the Unity camera
            ProcessActiveCamera(deltaTime);
        }
        /// <summary>
        /// Call this method explicitly from an external script to update the virtual cameras
        /// and position the main camera, if the UpdateMode is set to ManualUpdate.
        /// For other update modes, this method is called automatically, and should not be
        /// called from elsewhere.
        /// </summary>
        public void ManualUpdate()
        {
            m_LastFrameUpdated = Time.frameCount;

            float deltaTime = GetEffectiveDeltaTime(false);

            if (!Application.isPlaying || m_BlendUpdateMethod != BrainUpdateMethod.FixedUpdate)
            {
                UpdateFrame0(deltaTime);
            }

            ComputeCurrentBlend(ref mCurrentLiveCameras, 0);

            if (m_UpdateMethod == UpdateMethod.FixedUpdate)
            {
                // Special handling for fixed update: cameras that have been enabled
                // since the last physics frame must be updated now
                if (m_BlendUpdateMethod != BrainUpdateMethod.FixedUpdate)
                {
                    CinemachineCore.Instance.m_CurrentUpdateFilter = CinemachineCore.UpdateFilter.Fixed;
                    if (SoloCamera == null)
                    {
                        mCurrentLiveCameras.UpdateCameraState(
                            DefaultWorldUp, GetEffectiveDeltaTime(true));
                    }
                }
            }
            else
            {
                CinemachineCore.UpdateFilter filter = CinemachineCore.UpdateFilter.Late;
                if (m_UpdateMethod == UpdateMethod.SmartUpdate)
                {
                    // Track the targets
                    UpdateTracker.OnUpdate(UpdateTracker.UpdateClock.Late);
                    filter = CinemachineCore.UpdateFilter.SmartLate;
                }
                UpdateVirtualCameras(filter, deltaTime);
            }

            // Choose the active vcam and apply it to the Unity camera
            if (!Application.isPlaying || m_BlendUpdateMethod != BrainUpdateMethod.FixedUpdate)
            {
                ProcessActiveCamera(deltaTime);
            }
        }
        private void LateUpdate()
        {
            float deltaTime = GetEffectiveDeltaTime(false);

            if (m_UpdateMethod != UpdateMethod.FixedUpdate)
            {
                CinemachineCore.UpdateFilter filter = CinemachineCore.UpdateFilter.Late;
                if (m_UpdateMethod == UpdateMethod.SmartUpdate)
                {
                    // Track the targets
                    UpdateTracker.OnUpdate(UpdateTracker.UpdateClock.Late);
                    filter = CinemachineCore.UpdateFilter.SmartLate;
                }
                UpdateVirtualCameras(filter, deltaTime);
            }
            // Choose the active vcam and apply it to the Unity camera
            ProcessActiveCamera(deltaTime);
        }
示例#6
0
        private IEnumerator AfterPhysics()
        {
            while (true)
            {
                // FixedUpdate can be called multiple times per frame
                yield return(mWaitForFixedUpdate);

                if (m_UpdateMethod != UpdateMethod.LateUpdate)
                {
                    CinemachineCore.UpdateFilter filter = CinemachineCore.UpdateFilter.Fixed;
                    if (m_UpdateMethod == UpdateMethod.SmartUpdate)
                    {
                        // Track the targets
                        UpdateTracker.OnUpdate(UpdateTracker.UpdateClock.Fixed);
                        filter = CinemachineCore.UpdateFilter.SmartFixed;
                    }
                    UpdateVirtualCameras(filter, GetEffectiveDeltaTime(true));
                }
            }
        }