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- using UnityEngine;
- using UnityEditor;
- namespace Cinemachine.Editor
- {
- internal static class CinemachineMenu
- {
- const string m_CinemachineAssetsRootMenu = "Assets/Create/Cinemachine/";
- const string m_CinemachineGameObjectRootMenu = "GameObject/Cinemachine/";
- const int m_GameObjectMenuPriority = 11; // Right after Camera.
- // Assets Menu
- [MenuItem(m_CinemachineAssetsRootMenu + "BlenderSettings")]
- static void CreateBlenderSettingAsset()
- {
- ScriptableObjectUtility.Create<CinemachineBlenderSettings>();
- }
- [MenuItem(m_CinemachineAssetsRootMenu + "NoiseSettings")]
- static void CreateNoiseSettingAsset()
- {
- ScriptableObjectUtility.Create<NoiseSettings>();
- }
- [MenuItem(m_CinemachineAssetsRootMenu + "Fixed Signal Definition")]
- static void CreateFixedSignalDefinition()
- {
- ScriptableObjectUtility.Create<CinemachineFixedSignal>();
- }
- // GameObject Menu
- [MenuItem(m_CinemachineGameObjectRootMenu + "Virtual Camera", false, m_GameObjectMenuPriority)]
- static void CreateVirtualCamera(MenuCommand command)
- {
- CinemachineEditorAnalytics.SendCreateEvent("Virtual Camera");
- CreateDefaultVirtualCamera(parentObject: command.context as GameObject, select: true);
- }
- [MenuItem(m_CinemachineGameObjectRootMenu + "FreeLook Camera", false, m_GameObjectMenuPriority)]
- static void CreateFreeLookCamera(MenuCommand command)
- {
- CinemachineEditorAnalytics.SendCreateEvent("FreeLook Camera");
- CreateCinemachineObject<CinemachineFreeLook>("FreeLook Camera", command.context as GameObject, true);
- }
- [MenuItem(m_CinemachineGameObjectRootMenu + "Blend List Camera", false, m_GameObjectMenuPriority)]
- static void CreateBlendListCamera(MenuCommand command)
- {
- CinemachineEditorAnalytics.SendCreateEvent("Blend List Camera");
- var blendListCamera = CreateCinemachineObject<CinemachineBlendListCamera>(
- "Blend List Camera", command.context as GameObject, true);
- // We give the camera a couple of children as an example of setup
- var childVcam1 = CreateDefaultVirtualCamera(parentObject: blendListCamera.gameObject);
- var childVcam2 = CreateDefaultVirtualCamera(parentObject: blendListCamera.gameObject);
- childVcam2.m_Lens.FieldOfView = 10;
- // Set up initial instruction set
- blendListCamera.m_Instructions = new CinemachineBlendListCamera.Instruction[2];
- blendListCamera.m_Instructions[0].m_VirtualCamera = childVcam1;
- blendListCamera.m_Instructions[0].m_Hold = 1f;
- blendListCamera.m_Instructions[1].m_VirtualCamera = childVcam2;
- blendListCamera.m_Instructions[1].m_Blend.m_Style = CinemachineBlendDefinition.Style.EaseInOut;
- blendListCamera.m_Instructions[1].m_Blend.m_Time = 2f;
- }
- #if CINEMACHINE_UNITY_ANIMATION
- [MenuItem(m_CinemachineGameObjectRootMenu + "State-Driven Camera", false, m_GameObjectMenuPriority)]
- static void CreateStateDivenCamera(MenuCommand command)
- {
- CinemachineEditorAnalytics.SendCreateEvent("State-Driven Camera");
- var stateDrivenCamera = CreateCinemachineObject<CinemachineStateDrivenCamera>(
- "State-Driven Camera", command.context as GameObject, true);
- // We give the camera a child as an example setup
- CreateDefaultVirtualCamera(parentObject: stateDrivenCamera.gameObject);
- }
- #endif
- #if CINEMACHINE_PHYSICS
- [MenuItem(m_CinemachineGameObjectRootMenu + "ClearShot Camera", false, m_GameObjectMenuPriority)]
- static void CreateClearShotVirtualCamera(MenuCommand command)
- {
- CinemachineEditorAnalytics.SendCreateEvent("ClearShot Camera");
- var clearShotCamera = CreateCinemachineObject<CinemachineClearShot>(
- "ClearShot Camera", command.context as GameObject, true);
- // We give the camera a child as an example setup
- var childVcam = CreateDefaultVirtualCamera(parentObject: clearShotCamera.gameObject);
- Undo.AddComponent<CinemachineCollider>(childVcam.gameObject).m_AvoidObstacles = false;
- }
- #endif
- [MenuItem(m_CinemachineGameObjectRootMenu + "Dolly Camera with Track", false, m_GameObjectMenuPriority)]
- static void CreateDollyCameraWithPath(MenuCommand command)
- {
- CinemachineEditorAnalytics.SendCreateEvent("Dolly Camera with Track");
- var path = CreateCinemachineObject<CinemachineSmoothPath>(
- "Dolly Track", command.context as GameObject, false);
- var vcam = CreateCinemachineObject<CinemachineVirtualCamera>(
- "Virtual Camera", command.context as GameObject, true);
- vcam.m_Lens = MatchSceneViewCamera(vcam.transform);
- AddCinemachineComponent<CinemachineComposer>(vcam);
- AddCinemachineComponent<CinemachineTrackedDolly>(vcam).m_Path = path;
- }
- [MenuItem(m_CinemachineGameObjectRootMenu + "Dolly Track with Cart", false, m_GameObjectMenuPriority)]
- static void CreateDollyTrackWithCart(MenuCommand command)
- {
- CinemachineEditorAnalytics.SendCreateEvent("Dolly Track with Cart");
- var path = CreateCinemachineObject<CinemachineSmoothPath>(
- "Dolly Track", command.context as GameObject, false);
- CreateCinemachineObject<CinemachineDollyCart>(
- "Dolly Cart", command.context as GameObject, true).m_Path = path;
- }
- [MenuItem(m_CinemachineGameObjectRootMenu + "Target Group Camera", false, m_GameObjectMenuPriority)]
- static void CreateTargetGroupCamera(MenuCommand command)
- {
- CinemachineEditorAnalytics.SendCreateEvent("Target Group Camera");
- var vcam = CreateCinemachineObject<CinemachineVirtualCamera>(
- "Virtual Camera", command.context as GameObject, false);
- vcam.m_Lens = MatchSceneViewCamera(vcam.transform);
- AddCinemachineComponent<CinemachineGroupComposer>(vcam);
- AddCinemachineComponent<CinemachineTransposer>(vcam);
- var targetGroup = CreateCinemachineObject<CinemachineTargetGroup>(
- "Target Group", command.context as GameObject, true);
- vcam.LookAt = targetGroup.transform;
- vcam.Follow = targetGroup.transform;
- }
- [MenuItem(m_CinemachineGameObjectRootMenu + "Mixing Camera", false, m_GameObjectMenuPriority)]
- static void CreateMixingCamera(MenuCommand command)
- {
- CinemachineEditorAnalytics.SendCreateEvent("Mixing Camera");
- var mixingCamera = CreateCinemachineObject<CinemachineMixingCamera>(
- "Mixing Camera", command.context as GameObject, true);
- // We give the camera a couple of children as an example of setup
- CreateDefaultVirtualCamera(parentObject: mixingCamera.gameObject);
- CreateDefaultVirtualCamera(parentObject: mixingCamera.gameObject);
- }
- [MenuItem(m_CinemachineGameObjectRootMenu + "2D Camera", false, m_GameObjectMenuPriority)]
- static void Create2DCamera(MenuCommand command)
- {
- CinemachineEditorAnalytics.SendCreateEvent("2D Camera");
- var vcam = CreateCinemachineObject<CinemachineVirtualCamera>(
- "Virtual Camera", command.context as GameObject, true);
- vcam.m_Lens = MatchSceneViewCamera(vcam.transform);
- AddCinemachineComponent<CinemachineFramingTransposer>(vcam);
- }
- /// <summary>
- /// Sets the specified <see cref="Transform"/> to match the position and
- /// rotation of the <see cref="SceneView"/> camera, and returns the scene view
- /// camera's lens settings.
- /// </summary>
- /// <param name="sceneObject">The <see cref="Transform"/> to match with the
- /// <see cref="SceneView"/> camera.</param>
- /// <returns>A <see cref="LensSettings"/> representing the scene view camera's lens</returns>
- public static LensSettings MatchSceneViewCamera(Transform sceneObject)
- {
- var lens = LensSettings.Default;
- // Take initial settings from the GameView camera, because we don't want to override
- // things like ortho vs perspective - we just want position and FOV
- var brain = GetOrCreateBrain();
- if (brain != null && brain.OutputCamera != null)
- lens = LensSettings.FromCamera(brain.OutputCamera);
- if (SceneView.lastActiveSceneView != null)
- {
- var src = SceneView.lastActiveSceneView.camera;
- sceneObject.SetPositionAndRotation(src.transform.position, src.transform.rotation);
- if (lens.Orthographic == src.orthographic)
- {
- if (src.orthographic)
- lens.OrthographicSize = src.orthographicSize;
- else
- lens.FieldOfView = src.fieldOfView;
- }
- }
- return lens;
- }
- /// <summary>
- /// Creates a <see cref="CinemachineVirtualCamera"/> with standard procedural components.
- /// </summary>
- public static CinemachineVirtualCamera CreateDefaultVirtualCamera(
- string name = "Virtual Camera", GameObject parentObject = null, bool select = false)
- {
- var vcam = CreateCinemachineObject<CinemachineVirtualCamera>(name, parentObject, select);
- vcam.m_Lens = MatchSceneViewCamera(vcam.transform);
- AddCinemachineComponent<CinemachineComposer>(vcam);
- AddCinemachineComponent<CinemachineTransposer>(vcam);
- return vcam;
- }
- /// <summary>
- /// Creates a <see cref="CinemachineVirtualCamera"/> with no procedural components.
- /// </summary>
- public static CinemachineVirtualCamera CreatePassiveVirtualCamera(
- string name = "Virtual Camera", GameObject parentObject = null, bool select = false)
- {
- var vcam = CreateCinemachineObject<CinemachineVirtualCamera>(name, parentObject, select);
- vcam.m_Lens = MatchSceneViewCamera(vcam.transform);
- return vcam;
- }
- /// <summary>
- /// Creates a Cinemachine <see cref="GameObject"/> in the scene with a specified component.
- /// </summary>
- /// <typeparam name="T">The type of <see cref="Component"/> to add to the new <see cref="GameObject"/>.</typeparam>
- /// <param name="name">The name of the new <see cref="GameObject"/>.</param>
- /// <param name="parentObject">The <see cref="GameObject"/> to parent the new <see cref="GameObject"/> to.</param>
- /// <param name="select">Whether the new <see cref="GameObject"/> should be selected.</param>
- /// <returns>The instance of the component that is added to the new <see cref="GameObject"/>.</returns>
- static T CreateCinemachineObject<T>(string name, GameObject parentObject, bool select) where T : Component
- {
- // We always enforce the existence of the CM brain
- GetOrCreateBrain();
- // We use ObjectFactory to create a new GameObject as it automatically supports undo/redo
- var go = ObjectFactory.CreateGameObject(name);
- T component = go.AddComponent<T>();
- if (parentObject != null)
- Undo.SetTransformParent(go.transform, parentObject.transform, "Set parent of " + name);
- // We ensure that the new object has a unique name, for example "Camera (1)".
- // This must be done after setting the parent in order to get an accurate unique name
- GameObjectUtility.EnsureUniqueNameForSibling(go);
- // We set the new object to be at the current pivot of the scene.
- // GML TODO: Support the "Place Objects At World Origin" preference option in 2020.3+, see GOCreationCommands.cs
- if (SceneView.lastActiveSceneView != null)
- go.transform.position = SceneView.lastActiveSceneView.pivot;
- if (select)
- Selection.activeGameObject = go;
- return component;
- }
- /// <summary>
- /// Gets the first loaded <see cref="CinemachineBrain"/>. Creates one on
- /// the <see cref="Camera.main"/> if none were found.
- /// </summary>
- static CinemachineBrain GetOrCreateBrain()
- {
- if (CinemachineCore.Instance.BrainCount > 0)
- return CinemachineCore.Instance.GetActiveBrain(0);
- // Create a CinemachineBrain on the main camera
- var cam = Camera.main;
- if (cam == null)
- #if UNITY_2023_1_OR_NEWER
- cam = Object.FindFirstObjectByType<Camera>(FindObjectsInactive.Exclude);
- #else
- cam = Object.FindObjectOfType<Camera>();
- #endif
- if (cam != null)
- return Undo.AddComponent<CinemachineBrain>(cam.gameObject);
- // No camera, just create a brain on an empty object
- return ObjectFactory.CreateGameObject("CinemachineBrain").AddComponent<CinemachineBrain>();
- }
- /// <summary>
- /// Adds an component to the specified <see cref="CinemachineVirtualCamera"/>'s hidden
- /// component owner, that supports undo.
- /// </summary>
- /// <typeparam name="T">The type of <see cref="Component"/> to add to the cinemachine pipeline.</typeparam>
- /// <param name="vcam">The <see cref="CinemachineVirtualCamera"/> to add components to.</param>
- /// <returns>The instance of the componented that was added.</returns>
- static T AddCinemachineComponent<T>(CinemachineVirtualCamera vcam) where T : CinemachineComponentBase
- {
- // We can't use the CinemachineVirtualCamera.AddCinemachineComponent<T>()
- // because we want to support undo/redo
- var componentOwner = vcam.GetComponentOwner().gameObject;
- if (componentOwner == null)
- return null; // maybe it's an invalid prefab instance
- var component = Undo.AddComponent<T>(componentOwner);
- vcam.InvalidateComponentPipeline();
- return component;
- }
- }
- }
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