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CrowdControl/Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/Cinemachine/Feedbacks/MMF_CinemachineTransition.cs

118 lines
5.0 KiB
C#

3 months ago
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MoreMountains.Feedbacks;
#if MM_CINEMACHINE
using Cinemachine;
#endif
namespace MoreMountains.FeedbacksForThirdParty
{
/// <summary>
/// This feedback will let you change the priorities of your cameras.
/// It requires a bit of setup : adding a MMCinemachinePriorityListener to your different cameras, with unique Channel values on them.
/// Optionally, you can add a MMCinemachinePriorityBrainListener on your Cinemachine Brain to handle different transition types and durations.
/// Then all you have to do is pick a channel and a new priority on your feedback, and play it. Magic transition!
/// </summary>
[AddComponentMenu("")]
#if MM_CINEMACHINE
[FeedbackPath("Camera/Cinemachine Transition")]
#endif
[FeedbackHelp("This feedback will let you change the priorities of your cameras. It requires a bit of setup : " +
"adding a MMCinemachinePriorityListener to your different cameras, with unique Channel values on them. " +
"Optionally, you can add a MMCinemachinePriorityBrainListener on your Cinemachine Brain to handle different transition types and durations. " +
"Then all you have to do is pick a channel and a new priority on your feedback, and play it. Magic transition!")]
public class MMF_CinemachineTransition : MMF_Feedback
{
/// a static bool used to disable all feedbacks of this type at once
public static bool FeedbackTypeAuthorized = true;
public enum Modes { Event, Binding }
/// sets the inspector color for this feedback
#if UNITY_EDITOR
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.CameraColor; } }
public override string RequiredTargetText => RequiredChannelText;
#endif
#if MM_CINEMACHINE
/// the duration of this feedback is the duration of the shake
public override float FeedbackDuration { get { return ApplyTimeMultiplier(BlendDefintion.m_Time); } set { BlendDefintion.m_Time = value; } }
public override bool HasAutomatedTargetAcquisition => true;
protected override void AutomateTargetAcquisition() => TargetVirtualCamera = FindAutomatedTarget<CinemachineVirtualCamera>();
#endif
public override bool HasChannel => true;
[MMFInspectorGroup("Cinemachine Transition", true, 52)]
/// the selected mode (either via event, or via direct binding of a specific camera)
[Tooltip("the selected mode (either via event, or via direct binding of a specific camera)")]
public Modes Mode = Modes.Event;
#if MM_CINEMACHINE
/// the virtual camera to target
[Tooltip("the virtual camera to target")]
[MMFEnumCondition("Mode", (int)Modes.Binding)]
public CinemachineVirtualCamera TargetVirtualCamera;
#endif
/// whether or not to reset the target's values after shake
[Tooltip("whether or not to reset the target's values after shake")]
public bool ResetValuesAfterTransition = true;
[Header("Priority")]
/// the new priority to apply to all virtual cameras on the specified channel
[Tooltip("the new priority to apply to all virtual cameras on the specified channel")]
public int NewPriority = 10;
/// whether or not to force all virtual cameras on other channels to reset their priority to zero
[Tooltip("whether or not to force all virtual cameras on other channels to reset their priority to zero")]
public bool ForceMaxPriority = true;
/// whether or not to apply a new blend
[Tooltip("whether or not to apply a new blend")]
public bool ForceTransition = false;
#if MM_CINEMACHINE
/// the new blend definition to apply
[Tooltip("the new blend definition to apply")]
[MMFCondition("ForceTransition", true)]
public CinemachineBlendDefinition BlendDefintion;
protected CinemachineBlendDefinition _tempBlend;
#endif
/// <summary>
/// Triggers a priority change on listening virtual cameras
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
#if MM_CINEMACHINE
_tempBlend = BlendDefintion;
_tempBlend.m_Time = FeedbackDuration;
if (Mode == Modes.Event)
{
MMCinemachinePriorityEvent.Trigger(ChannelData, ForceMaxPriority, NewPriority, ForceTransition, _tempBlend, ResetValuesAfterTransition, ComputedTimescaleMode);
}
else
{
MMCinemachinePriorityEvent.Trigger(ChannelData, ForceMaxPriority, 0, ForceTransition, _tempBlend, ResetValuesAfterTransition, ComputedTimescaleMode);
TargetVirtualCamera.Priority = NewPriority;
}
#endif
}
/// <summary>
/// On restore, we restore our initial state
/// </summary>
protected override void CustomRestoreInitialValues()
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
#if MM_CINEMACHINE
MMCinemachinePriorityEvent.Trigger(ChannelData, ForceMaxPriority, 0, ForceTransition, _tempBlend, ResetValuesAfterTransition, ComputedTimescaleMode, true);
#endif
}
}
}