CinemachineMenu.cs 14 KB

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  1. using UnityEngine;
  2. using UnityEditor;
  3. namespace Cinemachine.Editor
  4. {
  5. internal static class CinemachineMenu
  6. {
  7. const string m_CinemachineAssetsRootMenu = "Assets/Create/Cinemachine/";
  8. const string m_CinemachineGameObjectRootMenu = "GameObject/Cinemachine/";
  9. const int m_GameObjectMenuPriority = 11; // Right after Camera.
  10. // Assets Menu
  11. [MenuItem(m_CinemachineAssetsRootMenu + "BlenderSettings")]
  12. static void CreateBlenderSettingAsset()
  13. {
  14. ScriptableObjectUtility.Create<CinemachineBlenderSettings>();
  15. }
  16. [MenuItem(m_CinemachineAssetsRootMenu + "NoiseSettings")]
  17. static void CreateNoiseSettingAsset()
  18. {
  19. ScriptableObjectUtility.Create<NoiseSettings>();
  20. }
  21. [MenuItem(m_CinemachineAssetsRootMenu + "Fixed Signal Definition")]
  22. static void CreateFixedSignalDefinition()
  23. {
  24. ScriptableObjectUtility.Create<CinemachineFixedSignal>();
  25. }
  26. // GameObject Menu
  27. [MenuItem(m_CinemachineGameObjectRootMenu + "Virtual Camera", false, m_GameObjectMenuPriority)]
  28. static void CreateVirtualCamera(MenuCommand command)
  29. {
  30. CinemachineEditorAnalytics.SendCreateEvent("Virtual Camera");
  31. CreateDefaultVirtualCamera(parentObject: command.context as GameObject, select: true);
  32. }
  33. [MenuItem(m_CinemachineGameObjectRootMenu + "FreeLook Camera", false, m_GameObjectMenuPriority)]
  34. static void CreateFreeLookCamera(MenuCommand command)
  35. {
  36. CinemachineEditorAnalytics.SendCreateEvent("FreeLook Camera");
  37. CreateCinemachineObject<CinemachineFreeLook>("FreeLook Camera", command.context as GameObject, true);
  38. }
  39. [MenuItem(m_CinemachineGameObjectRootMenu + "Blend List Camera", false, m_GameObjectMenuPriority)]
  40. static void CreateBlendListCamera(MenuCommand command)
  41. {
  42. CinemachineEditorAnalytics.SendCreateEvent("Blend List Camera");
  43. var blendListCamera = CreateCinemachineObject<CinemachineBlendListCamera>(
  44. "Blend List Camera", command.context as GameObject, true);
  45. // We give the camera a couple of children as an example of setup
  46. var childVcam1 = CreateDefaultVirtualCamera(parentObject: blendListCamera.gameObject);
  47. var childVcam2 = CreateDefaultVirtualCamera(parentObject: blendListCamera.gameObject);
  48. childVcam2.m_Lens.FieldOfView = 10;
  49. // Set up initial instruction set
  50. blendListCamera.m_Instructions = new CinemachineBlendListCamera.Instruction[2];
  51. blendListCamera.m_Instructions[0].m_VirtualCamera = childVcam1;
  52. blendListCamera.m_Instructions[0].m_Hold = 1f;
  53. blendListCamera.m_Instructions[1].m_VirtualCamera = childVcam2;
  54. blendListCamera.m_Instructions[1].m_Blend.m_Style = CinemachineBlendDefinition.Style.EaseInOut;
  55. blendListCamera.m_Instructions[1].m_Blend.m_Time = 2f;
  56. }
  57. #if CINEMACHINE_UNITY_ANIMATION
  58. [MenuItem(m_CinemachineGameObjectRootMenu + "State-Driven Camera", false, m_GameObjectMenuPriority)]
  59. static void CreateStateDivenCamera(MenuCommand command)
  60. {
  61. CinemachineEditorAnalytics.SendCreateEvent("State-Driven Camera");
  62. var stateDrivenCamera = CreateCinemachineObject<CinemachineStateDrivenCamera>(
  63. "State-Driven Camera", command.context as GameObject, true);
  64. // We give the camera a child as an example setup
  65. CreateDefaultVirtualCamera(parentObject: stateDrivenCamera.gameObject);
  66. }
  67. #endif
  68. #if CINEMACHINE_PHYSICS
  69. [MenuItem(m_CinemachineGameObjectRootMenu + "ClearShot Camera", false, m_GameObjectMenuPriority)]
  70. static void CreateClearShotVirtualCamera(MenuCommand command)
  71. {
  72. CinemachineEditorAnalytics.SendCreateEvent("ClearShot Camera");
  73. var clearShotCamera = CreateCinemachineObject<CinemachineClearShot>(
  74. "ClearShot Camera", command.context as GameObject, true);
  75. // We give the camera a child as an example setup
  76. var childVcam = CreateDefaultVirtualCamera(parentObject: clearShotCamera.gameObject);
  77. Undo.AddComponent<CinemachineCollider>(childVcam.gameObject).m_AvoidObstacles = false;
  78. }
  79. #endif
  80. [MenuItem(m_CinemachineGameObjectRootMenu + "Dolly Camera with Track", false, m_GameObjectMenuPriority)]
  81. static void CreateDollyCameraWithPath(MenuCommand command)
  82. {
  83. CinemachineEditorAnalytics.SendCreateEvent("Dolly Camera with Track");
  84. var path = CreateCinemachineObject<CinemachineSmoothPath>(
  85. "Dolly Track", command.context as GameObject, false);
  86. var vcam = CreateCinemachineObject<CinemachineVirtualCamera>(
  87. "Virtual Camera", command.context as GameObject, true);
  88. vcam.m_Lens = MatchSceneViewCamera(vcam.transform);
  89. AddCinemachineComponent<CinemachineComposer>(vcam);
  90. AddCinemachineComponent<CinemachineTrackedDolly>(vcam).m_Path = path;
  91. }
  92. [MenuItem(m_CinemachineGameObjectRootMenu + "Dolly Track with Cart", false, m_GameObjectMenuPriority)]
  93. static void CreateDollyTrackWithCart(MenuCommand command)
  94. {
  95. CinemachineEditorAnalytics.SendCreateEvent("Dolly Track with Cart");
  96. var path = CreateCinemachineObject<CinemachineSmoothPath>(
  97. "Dolly Track", command.context as GameObject, false);
  98. CreateCinemachineObject<CinemachineDollyCart>(
  99. "Dolly Cart", command.context as GameObject, true).m_Path = path;
  100. }
  101. [MenuItem(m_CinemachineGameObjectRootMenu + "Target Group Camera", false, m_GameObjectMenuPriority)]
  102. static void CreateTargetGroupCamera(MenuCommand command)
  103. {
  104. CinemachineEditorAnalytics.SendCreateEvent("Target Group Camera");
  105. var vcam = CreateCinemachineObject<CinemachineVirtualCamera>(
  106. "Virtual Camera", command.context as GameObject, false);
  107. vcam.m_Lens = MatchSceneViewCamera(vcam.transform);
  108. AddCinemachineComponent<CinemachineGroupComposer>(vcam);
  109. AddCinemachineComponent<CinemachineTransposer>(vcam);
  110. var targetGroup = CreateCinemachineObject<CinemachineTargetGroup>(
  111. "Target Group", command.context as GameObject, true);
  112. vcam.LookAt = targetGroup.transform;
  113. vcam.Follow = targetGroup.transform;
  114. }
  115. [MenuItem(m_CinemachineGameObjectRootMenu + "Mixing Camera", false, m_GameObjectMenuPriority)]
  116. static void CreateMixingCamera(MenuCommand command)
  117. {
  118. CinemachineEditorAnalytics.SendCreateEvent("Mixing Camera");
  119. var mixingCamera = CreateCinemachineObject<CinemachineMixingCamera>(
  120. "Mixing Camera", command.context as GameObject, true);
  121. // We give the camera a couple of children as an example of setup
  122. CreateDefaultVirtualCamera(parentObject: mixingCamera.gameObject);
  123. CreateDefaultVirtualCamera(parentObject: mixingCamera.gameObject);
  124. }
  125. [MenuItem(m_CinemachineGameObjectRootMenu + "2D Camera", false, m_GameObjectMenuPriority)]
  126. static void Create2DCamera(MenuCommand command)
  127. {
  128. CinemachineEditorAnalytics.SendCreateEvent("2D Camera");
  129. var vcam = CreateCinemachineObject<CinemachineVirtualCamera>(
  130. "Virtual Camera", command.context as GameObject, true);
  131. vcam.m_Lens = MatchSceneViewCamera(vcam.transform);
  132. AddCinemachineComponent<CinemachineFramingTransposer>(vcam);
  133. }
  134. /// <summary>
  135. /// Sets the specified <see cref="Transform"/> to match the position and
  136. /// rotation of the <see cref="SceneView"/> camera, and returns the scene view
  137. /// camera's lens settings.
  138. /// </summary>
  139. /// <param name="sceneObject">The <see cref="Transform"/> to match with the
  140. /// <see cref="SceneView"/> camera.</param>
  141. /// <returns>A <see cref="LensSettings"/> representing the scene view camera's lens</returns>
  142. public static LensSettings MatchSceneViewCamera(Transform sceneObject)
  143. {
  144. var lens = LensSettings.Default;
  145. // Take initial settings from the GameView camera, because we don't want to override
  146. // things like ortho vs perspective - we just want position and FOV
  147. var brain = GetOrCreateBrain();
  148. if (brain != null && brain.OutputCamera != null)
  149. lens = LensSettings.FromCamera(brain.OutputCamera);
  150. if (SceneView.lastActiveSceneView != null)
  151. {
  152. var src = SceneView.lastActiveSceneView.camera;
  153. sceneObject.SetPositionAndRotation(src.transform.position, src.transform.rotation);
  154. if (lens.Orthographic == src.orthographic)
  155. {
  156. if (src.orthographic)
  157. lens.OrthographicSize = src.orthographicSize;
  158. else
  159. lens.FieldOfView = src.fieldOfView;
  160. }
  161. }
  162. return lens;
  163. }
  164. /// <summary>
  165. /// Creates a <see cref="CinemachineVirtualCamera"/> with standard procedural components.
  166. /// </summary>
  167. public static CinemachineVirtualCamera CreateDefaultVirtualCamera(
  168. string name = "Virtual Camera", GameObject parentObject = null, bool select = false)
  169. {
  170. var vcam = CreateCinemachineObject<CinemachineVirtualCamera>(name, parentObject, select);
  171. vcam.m_Lens = MatchSceneViewCamera(vcam.transform);
  172. AddCinemachineComponent<CinemachineComposer>(vcam);
  173. AddCinemachineComponent<CinemachineTransposer>(vcam);
  174. return vcam;
  175. }
  176. /// <summary>
  177. /// Creates a <see cref="CinemachineVirtualCamera"/> with no procedural components.
  178. /// </summary>
  179. public static CinemachineVirtualCamera CreatePassiveVirtualCamera(
  180. string name = "Virtual Camera", GameObject parentObject = null, bool select = false)
  181. {
  182. var vcam = CreateCinemachineObject<CinemachineVirtualCamera>(name, parentObject, select);
  183. vcam.m_Lens = MatchSceneViewCamera(vcam.transform);
  184. return vcam;
  185. }
  186. /// <summary>
  187. /// Creates a Cinemachine <see cref="GameObject"/> in the scene with a specified component.
  188. /// </summary>
  189. /// <typeparam name="T">The type of <see cref="Component"/> to add to the new <see cref="GameObject"/>.</typeparam>
  190. /// <param name="name">The name of the new <see cref="GameObject"/>.</param>
  191. /// <param name="parentObject">The <see cref="GameObject"/> to parent the new <see cref="GameObject"/> to.</param>
  192. /// <param name="select">Whether the new <see cref="GameObject"/> should be selected.</param>
  193. /// <returns>The instance of the component that is added to the new <see cref="GameObject"/>.</returns>
  194. static T CreateCinemachineObject<T>(string name, GameObject parentObject, bool select) where T : Component
  195. {
  196. // We always enforce the existence of the CM brain
  197. GetOrCreateBrain();
  198. // We use ObjectFactory to create a new GameObject as it automatically supports undo/redo
  199. var go = ObjectFactory.CreateGameObject(name);
  200. T component = go.AddComponent<T>();
  201. if (parentObject != null)
  202. Undo.SetTransformParent(go.transform, parentObject.transform, "Set parent of " + name);
  203. // We ensure that the new object has a unique name, for example "Camera (1)".
  204. // This must be done after setting the parent in order to get an accurate unique name
  205. GameObjectUtility.EnsureUniqueNameForSibling(go);
  206. // We set the new object to be at the current pivot of the scene.
  207. // GML TODO: Support the "Place Objects At World Origin" preference option in 2020.3+, see GOCreationCommands.cs
  208. if (SceneView.lastActiveSceneView != null)
  209. go.transform.position = SceneView.lastActiveSceneView.pivot;
  210. if (select)
  211. Selection.activeGameObject = go;
  212. return component;
  213. }
  214. /// <summary>
  215. /// Gets the first loaded <see cref="CinemachineBrain"/>. Creates one on
  216. /// the <see cref="Camera.main"/> if none were found.
  217. /// </summary>
  218. static CinemachineBrain GetOrCreateBrain()
  219. {
  220. if (CinemachineCore.Instance.BrainCount > 0)
  221. return CinemachineCore.Instance.GetActiveBrain(0);
  222. // Create a CinemachineBrain on the main camera
  223. var cam = Camera.main;
  224. if (cam == null)
  225. #if UNITY_2023_1_OR_NEWER
  226. cam = Object.FindFirstObjectByType<Camera>(FindObjectsInactive.Exclude);
  227. #else
  228. cam = Object.FindObjectOfType<Camera>();
  229. #endif
  230. if (cam != null)
  231. return Undo.AddComponent<CinemachineBrain>(cam.gameObject);
  232. // No camera, just create a brain on an empty object
  233. return ObjectFactory.CreateGameObject("CinemachineBrain").AddComponent<CinemachineBrain>();
  234. }
  235. /// <summary>
  236. /// Adds an component to the specified <see cref="CinemachineVirtualCamera"/>'s hidden
  237. /// component owner, that supports undo.
  238. /// </summary>
  239. /// <typeparam name="T">The type of <see cref="Component"/> to add to the cinemachine pipeline.</typeparam>
  240. /// <param name="vcam">The <see cref="CinemachineVirtualCamera"/> to add components to.</param>
  241. /// <returns>The instance of the componented that was added.</returns>
  242. static T AddCinemachineComponent<T>(CinemachineVirtualCamera vcam) where T : CinemachineComponentBase
  243. {
  244. // We can't use the CinemachineVirtualCamera.AddCinemachineComponent<T>()
  245. // because we want to support undo/redo
  246. var componentOwner = vcam.GetComponentOwner().gameObject;
  247. if (componentOwner == null)
  248. return null; // maybe it's an invalid prefab instance
  249. var component = Undo.AddComponent<T>(componentOwner);
  250. vcam.InvalidateComponentPipeline();
  251. return component;
  252. }
  253. }
  254. }