using System.Collections; using System.Collections.Generic; using UnityEngine; #if MM_POSTPROCESSING using UnityEngine.Rendering.PostProcessing; #endif using MoreMountains.Feedbacks; namespace MoreMountains.FeedbacksForThirdParty { /// /// This class will set the depth of field to focus on the set of targets specified in its inspector. /// [AddComponentMenu("More Mountains/Feedbacks/Shakers/PostProcessing/MMAutoFocus")] #if MM_POSTPROCESSING [RequireComponent(typeof(PostProcessVolume))] #endif public class MMAutoFocus : MonoBehaviour { [Header("Bindings")] /// the position of the camera [Tooltip("the position of the camera")] public Transform CameraTransform; /// a list of all possible targets [Tooltip("a list of all possible targets")] public Transform[] FocusTargets; /// an offset to apply to the focus target [Tooltip("an offset to apply to the focus target")] public Vector3 Offset; [Header("Setup")] /// the current target of this auto focus [Tooltip("the current target of this auto focus")] public float FocusTargetID; [Header("Desired Aperture")] /// the aperture to work with [Tooltip("the aperture to work with")] [Range(0.1f, 20f)] public float Aperture = 0.1f; #if MM_POSTPROCESSING protected PostProcessVolume _volume; protected PostProcessProfile _profile; protected DepthOfField _depthOfField; /// /// On start we grab our volume and profile /// void Start() { _volume = GetComponent(); _profile = _volume.profile; _profile.TryGetSettings(out _depthOfField); } /// /// Adapts DoF to target /// void Update() { int focusTargetID = Mathf.FloorToInt(FocusTargetID); if (focusTargetID < FocusTargets.Length) { float distance = Vector3.Distance(CameraTransform.position, FocusTargets[focusTargetID].position + Offset); _depthOfField.focusDistance.Override(distance); _depthOfField.aperture.Override(Aperture); } } #endif } }