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new file mode 100644
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+EndProject
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+ EndGlobalSection
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+ C:/Program Files/Unity/Hub/Editor/2019.3.0f6/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.Security.Cryptography.Primitives.dll
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+ C:/Program Files/Unity/Hub/Editor/2019.3.0f6/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.ServiceModel.Primitives.dll
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+ C:/Program Files/Unity/Hub/Editor/2019.3.0f6/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.ServiceModel.Security.dll
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+ C:/Program Files/Unity/Hub/Editor/2019.3.0f6/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.Threading.Tasks.dll
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\ No newline at end of file
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diff --git a/Assets/2DGamekit/Art/Animations/AnimationClips/Ellen/Ellen_Jump.anim b/Assets/2DGamekit/Art/Animations/AnimationClips/Ellen/Ellen_Jump.anim
index 509aae55e..8e72590a6 100644
--- a/Assets/2DGamekit/Art/Animations/AnimationClips/Ellen/Ellen_Jump.anim
+++ b/Assets/2DGamekit/Art/Animations/AnimationClips/Ellen/Ellen_Jump.anim
@@ -3,8 +3,9 @@
--- !u!74 &7400000
AnimationClip:
m_ObjectHideFlags: 0
- m_PrefabParentObject: {fileID: 0}
- m_PrefabInternal: {fileID: 0}
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
m_Name: Ellen_Jump
serializedVersion: 6
m_Legacy: 0
@@ -77,7 +78,7 @@ AnimationClip:
m_Level: 0
m_CycleOffset: 0
m_HasAdditiveReferencePose: 0
- m_LoopTime: 1
+ m_LoopTime: 0
m_LoopBlend: 0
m_LoopBlendOrientation: 0
m_LoopBlendPositionY: 0
@@ -91,5 +92,4 @@ AnimationClip:
m_EulerEditorCurves: []
m_HasGenericRootTransform: 0
m_HasMotionFloatCurves: 0
- m_GenerateMotionCurves: 0
m_Events: []
diff --git a/Assets/2DGamekit/Art/Animations/Animators/Ellen/EllenCutsceneImage.controller b/Assets/2DGamekit/Art/Animations/Animators/Ellen/EllenCutsceneImage.controller
index c01dae51d..0f3ba9f56 100644
--- a/Assets/2DGamekit/Art/Animations/Animators/Ellen/EllenCutsceneImage.controller
+++ b/Assets/2DGamekit/Art/Animations/Animators/Ellen/EllenCutsceneImage.controller
@@ -3,8 +3,9 @@
--- !u!91 &9100000
AnimatorController:
m_ObjectHideFlags: 0
- m_PrefabParentObject: {fileID: 0}
- m_PrefabInternal: {fileID: 0}
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
m_Name: EllenCutsceneImage
serializedVersion: 5
m_AnimatorParameters: []
@@ -25,8 +26,9 @@ AnimatorController:
AnimatorState:
serializedVersion: 5
m_ObjectHideFlags: 1
- m_PrefabParentObject: {fileID: 0}
- m_PrefabInternal: {fileID: 0}
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
m_Name: Ellen_CutscenePortraitUI
m_Speed: 1
m_CycleOffset: 0
@@ -50,8 +52,9 @@ AnimatorState:
AnimatorStateMachine:
serializedVersion: 5
m_ObjectHideFlags: 1
- m_PrefabParentObject: {fileID: 0}
- m_PrefabInternal: {fileID: 0}
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
m_Name: Base Layer
m_ChildStates:
- serializedVersion: 1
@@ -67,3 +70,55 @@ AnimatorStateMachine:
m_ExitPosition: {x: 800, y: 120, z: 0}
m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
m_DefaultState: {fileID: 1102066289921879184}
+--- !u!1102 &2549737608059292687
+AnimatorState:
+ serializedVersion: 5
+ m_ObjectHideFlags: 1
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_Name: Ellen_Idle
+ m_Speed: 1
+ m_CycleOffset: 0
+ m_Transitions: []
+ m_StateMachineBehaviours: []
+ m_Position: {x: 50, y: 50, z: 0}
+ m_IKOnFeet: 0
+ m_WriteDefaultValues: 1
+ m_Mirror: 0
+ m_SpeedParameterActive: 0
+ m_MirrorParameterActive: 0
+ m_CycleOffsetParameterActive: 0
+ m_TimeParameterActive: 0
+ m_Motion: {fileID: 0}
+ m_Tag:
+ m_SpeedParameter:
+ m_MirrorParameter:
+ m_CycleOffsetParameter:
+ m_TimeParameter:
+--- !u!1102 &5502752307868526525
+AnimatorState:
+ serializedVersion: 5
+ m_ObjectHideFlags: 1
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_Name: Ellen_Walk
+ m_Speed: 1
+ m_CycleOffset: 0
+ m_Transitions: []
+ m_StateMachineBehaviours: []
+ m_Position: {x: 50, y: 50, z: 0}
+ m_IKOnFeet: 0
+ m_WriteDefaultValues: 1
+ m_Mirror: 0
+ m_SpeedParameterActive: 0
+ m_MirrorParameterActive: 0
+ m_CycleOffsetParameterActive: 0
+ m_TimeParameterActive: 0
+ m_Motion: {fileID: 0}
+ m_Tag:
+ m_SpeedParameter:
+ m_MirrorParameter:
+ m_CycleOffsetParameter:
+ m_TimeParameter:
diff --git a/Assets/2DGamekit/Art/Sprites/AnimatedSprites/Ellen/Animations/Crouch/Anim_CROUCH_00003.png.meta b/Assets/2DGamekit/Art/Sprites/AnimatedSprites/Ellen/Animations/Crouch/Anim_CROUCH_00003.png.meta
index 62ab3871e..1baf86a60 100644
--- a/Assets/2DGamekit/Art/Sprites/AnimatedSprites/Ellen/Animations/Crouch/Anim_CROUCH_00003.png.meta
+++ b/Assets/2DGamekit/Art/Sprites/AnimatedSprites/Ellen/Animations/Crouch/Anim_CROUCH_00003.png.meta
@@ -1,11 +1,9 @@
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guid: 5a1cef7e9c9ed034da742d0e08ea786a
-timeCreated: 1504800724
-licenseType: Store
TextureImporter:
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+ internalIDToNameTable: []
externalObjects: {}
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+ serializedVersion: 10
mipmaps:
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enableMipMap: 0
@@ -23,6 +21,8 @@ TextureImporter:
heightScale: 0.25
normalMapFilter: 0
isReadable: 0
+ streamingMipmaps: 0
+ streamingMipmapsPriority: 0
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cubemapConvolution: 0
@@ -33,7 +33,7 @@ TextureImporter:
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filterMode: -1
aniso: -1
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+ mipBias: -100
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wrapV: 1
wrapW: -1
@@ -45,18 +45,21 @@ TextureImporter:
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alignment: 9
spritePivot: {x: 0.42, y: 0.1}
- spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spritePixelsToUnits: 215
+ spriteBorder: {x: 0, y: 0, z: 0, w: 0}
+ spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 1
spriteTessellationDetail: -1
textureType: 8
textureShape: 1
+ singleChannelComponent: 0
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
platformSettings:
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+ - serializedVersion: 3
+ buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
@@ -66,7 +69,9 @@ TextureImporter:
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overridden: 0
androidETC2FallbackOverride: 0
- - buildTarget: Standalone
+ forceMaximumCompressionQuality_BC6H_BC7: 1
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+ buildTarget: Standalone
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textureFormat: -1
@@ -76,7 +81,9 @@ TextureImporter:
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overridden: 0
androidETC2FallbackOverride: 0
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+ forceMaximumCompressionQuality_BC6H_BC7: 1
+ - serializedVersion: 3
+ buildTarget: Android
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
@@ -86,12 +93,23 @@ TextureImporter:
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overridden: 0
androidETC2FallbackOverride: 0
+ forceMaximumCompressionQuality_BC6H_BC7: 1
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outline: []
physicsShape: []
+ bones: []
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spritePackingTag:
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+ pSDShowRemoveMatteOption: 0
userData:
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diff --git a/Assets/2DGamekit/Art/Sprites/AnimatedSprites/Ellen/Animations/Crouch/Anim_CROUCH_00005.png.meta b/Assets/2DGamekit/Art/Sprites/AnimatedSprites/Ellen/Animations/Crouch/Anim_CROUCH_00005.png.meta
index 855f5458e..169317e28 100644
--- a/Assets/2DGamekit/Art/Sprites/AnimatedSprites/Ellen/Animations/Crouch/Anim_CROUCH_00005.png.meta
+++ b/Assets/2DGamekit/Art/Sprites/AnimatedSprites/Ellen/Animations/Crouch/Anim_CROUCH_00005.png.meta
@@ -1,11 +1,9 @@
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guid: a9c37448b62c0d149aced6ded9e44e4a
-timeCreated: 1504800724
-licenseType: Store
TextureImporter:
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+ internalIDToNameTable: []
externalObjects: {}
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+ serializedVersion: 10
mipmaps:
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enableMipMap: 0
@@ -23,6 +21,8 @@ TextureImporter:
heightScale: 0.25
normalMapFilter: 0
isReadable: 0
+ streamingMipmaps: 0
+ streamingMipmapsPriority: 0
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cubemapConvolution: 0
@@ -33,7 +33,7 @@ TextureImporter:
serializedVersion: 2
filterMode: -1
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+ mipBias: -100
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@@ -45,18 +45,21 @@ TextureImporter:
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alignment: 9
spritePivot: {x: 0.42, y: 0.1}
- spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spritePixelsToUnits: 215
+ spriteBorder: {x: 0, y: 0, z: 0, w: 0}
+ spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 1
spriteTessellationDetail: -1
textureType: 8
textureShape: 1
+ singleChannelComponent: 0
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
platformSettings:
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+ - serializedVersion: 3
+ buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
@@ -66,7 +69,9 @@ TextureImporter:
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
- - buildTarget: Standalone
+ forceMaximumCompressionQuality_BC6H_BC7: 1
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resizeAlgorithm: 0
textureFormat: -1
@@ -76,7 +81,9 @@ TextureImporter:
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overridden: 0
androidETC2FallbackOverride: 0
- - buildTarget: Android
+ forceMaximumCompressionQuality_BC6H_BC7: 1
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+ buildTarget: Android
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
@@ -86,12 +93,23 @@ TextureImporter:
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overridden: 0
androidETC2FallbackOverride: 0
+ forceMaximumCompressionQuality_BC6H_BC7: 1
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sprites: []
outline: []
physicsShape: []
+ bones: []
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+ secondaryTextures: []
spritePackingTag:
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+ pSDShowRemoveMatteOption: 0
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diff --git a/Assets/2DGamekit/Art/Sprites/AnimatedSprites/Ellen/Animations/Crouch/Anim_CROUCH_00007.png.meta b/Assets/2DGamekit/Art/Sprites/AnimatedSprites/Ellen/Animations/Crouch/Anim_CROUCH_00007.png.meta
index e43f95956..19d046f0f 100644
--- a/Assets/2DGamekit/Art/Sprites/AnimatedSprites/Ellen/Animations/Crouch/Anim_CROUCH_00007.png.meta
+++ b/Assets/2DGamekit/Art/Sprites/AnimatedSprites/Ellen/Animations/Crouch/Anim_CROUCH_00007.png.meta
@@ -1,11 +1,9 @@
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guid: 7d37e1dfeba60ea4a8803c12675079b6
-timeCreated: 1504800724
-licenseType: Store
TextureImporter:
- fileIDToRecycleName: {}
+ internalIDToNameTable: []
externalObjects: {}
- serializedVersion: 4
+ serializedVersion: 10
mipmaps:
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enableMipMap: 0
@@ -23,6 +21,8 @@ TextureImporter:
heightScale: 0.25
normalMapFilter: 0
isReadable: 0
+ streamingMipmaps: 0
+ streamingMipmapsPriority: 0
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generateCubemap: 6
cubemapConvolution: 0
@@ -33,7 +33,7 @@ TextureImporter:
serializedVersion: 2
filterMode: -1
aniso: -1
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+ mipBias: -100
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wrapV: 1
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@@ -45,18 +45,21 @@ TextureImporter:
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alignment: 9
spritePivot: {x: 0.42, y: 0.1}
- spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spritePixelsToUnits: 215
+ spriteBorder: {x: 0, y: 0, z: 0, w: 0}
+ spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 1
spriteTessellationDetail: -1
textureType: 8
textureShape: 1
+ singleChannelComponent: 0
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
platformSettings:
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+ - serializedVersion: 3
+ buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
@@ -66,7 +69,9 @@ TextureImporter:
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overridden: 0
androidETC2FallbackOverride: 0
- - buildTarget: Standalone
+ forceMaximumCompressionQuality_BC6H_BC7: 1
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+ buildTarget: Standalone
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textureFormat: -1
@@ -76,7 +81,9 @@ TextureImporter:
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overridden: 0
androidETC2FallbackOverride: 0
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+ forceMaximumCompressionQuality_BC6H_BC7: 1
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+ buildTarget: Android
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resizeAlgorithm: 0
textureFormat: -1
@@ -86,12 +93,23 @@ TextureImporter:
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diff --git a/Assets/2DGamekit/Art/Sprites/AnimatedSprites/Ellen/Animations/Crouch/Anim_CROUCH_00009.png.meta b/Assets/2DGamekit/Art/Sprites/AnimatedSprites/Ellen/Animations/Crouch/Anim_CROUCH_00009.png.meta
index e53245751..31fed6504 100644
--- a/Assets/2DGamekit/Art/Sprites/AnimatedSprites/Ellen/Animations/Crouch/Anim_CROUCH_00009.png.meta
+++ b/Assets/2DGamekit/Art/Sprites/AnimatedSprites/Ellen/Animations/Crouch/Anim_CROUCH_00009.png.meta
@@ -1,11 +1,9 @@
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guid: a9e9e74909b5a0947a093069d6a017cc
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-licenseType: Store
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+ internalIDToNameTable: []
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+ serializedVersion: 10
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@@ -23,6 +21,8 @@ TextureImporter:
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@@ -33,7 +33,7 @@ TextureImporter:
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spritePivot: {x: 0.42, y: 0.1}
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@@ -66,7 +69,9 @@ TextureImporter:
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androidETC2FallbackOverride: 0
+ forceMaximumCompressionQuality_BC6H_BC7: 1
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diff --git a/Assets/2DGamekit/Art/Sprites/Environment/AlienBlock06.png.meta b/Assets/2DGamekit/Art/Sprites/Environment/AlienBlock06.png.meta
index 15519f406..0d3c52949 100644
--- a/Assets/2DGamekit/Art/Sprites/Environment/AlienBlock06.png.meta
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@@ -1,11 +1,9 @@
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guid: c0db65020163c56489c1a4801f97a149
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TextureImporter:
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mipmaps:
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enableMipMap: 0
@@ -23,6 +21,8 @@ TextureImporter:
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normalMapFilter: 0
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+ streamingMipmaps: 0
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generateCubemap: 6
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@@ -33,7 +33,7 @@ TextureImporter:
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filterMode: -1
aniso: -1
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@@ -45,18 +45,21 @@ TextureImporter:
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alignment: 0
spritePivot: {x: 0.5, y: 0.5}
- spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spritePixelsToUnits: 256
+ spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spriteTessellationDetail: -1
textureType: 8
textureShape: 1
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compressionQualitySet: 0
textureFormatSet: 0
platformSettings:
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textureFormat: -1
@@ -66,7 +69,9 @@ TextureImporter:
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overridden: 0
androidETC2FallbackOverride: 0
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@@ -76,7 +81,9 @@ TextureImporter:
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androidETC2FallbackOverride: 0
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+ forceMaximumCompressionQuality_BC6H_BC7: 1
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resizeAlgorithm: 0
textureFormat: -1
@@ -86,12 +93,23 @@ TextureImporter:
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androidETC2FallbackOverride: 0
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index 5cdd480c1..b99cdbfda 100644
--- a/Assets/2DGamekit/Art/Sprites/Environment/AlienFlora.png.meta
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alignment: 0
spritePivot: {x: 0.5, y: 0.5}
- spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spritePixelsToUnits: 128
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textureType: 8
textureShape: 1
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platformSettings:
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@@ -105,7 +186,9 @@ TextureImporter:
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androidETC2FallbackOverride: 0
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@@ -115,7 +198,9 @@ TextureImporter:
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androidETC2FallbackOverride: 0
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@@ -125,6 +210,7 @@ TextureImporter:
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rect:
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rect:
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diff --git a/Assets/2DGamekit/Art/Sprites/Environment/AlienSculpture01.png.meta b/Assets/2DGamekit/Art/Sprites/Environment/AlienSculpture01.png.meta
index e3f5720e9..16940dfef 100644
--- a/Assets/2DGamekit/Art/Sprites/Environment/AlienSculpture01.png.meta
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index 61f8db1bf..0ca5180a8 100644
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spritePivot: {x: 0.5, y: 0.5}
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index 8ffbcc0c2..cab276897 100644
--- a/Assets/2DGamekit/Art/Sprites/UI/HUD/KeyIcon.png.meta
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diff --git a/Assets/2DGamekit/Art/Sprites/UI/Menu/GameOver.png.meta b/Assets/2DGamekit/Art/Sprites/UI/Menu/GameOver.png.meta
index babf72f77..d016b36c5 100644
--- a/Assets/2DGamekit/Art/Sprites/UI/Menu/GameOver.png.meta
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diff --git a/Assets/2DGamekit/Art/Sprites/VFX/Environment/LightShaft.png.meta b/Assets/2DGamekit/Art/Sprites/VFX/Environment/LightShaft.png.meta
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diff --git a/Library/PackageCache/com.unity.ide.vscode@1.0.7/LICENSE.md.meta b/Assets/Scenes/2dPlatformer.unity.meta
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rename to Assets/Scenes/2dPlatformer.unity.meta
index 1c1e96e43..26528767d 100644
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diff --git a/Assets/Scenes/SampleScene.unity b/Assets/Scenes/GameScene.unity
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diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/EventHelpers.meta b/Assets/Scripts.meta
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rename to Assets/Scripts.meta
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diff --git a/Assets/Scripts/LevelController.cs b/Assets/Scripts/LevelController.cs
new file mode 100644
index 000000000..2a111c568
--- /dev/null
+++ b/Assets/Scripts/LevelController.cs
@@ -0,0 +1,18 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class LevelController : MonoBehaviour {
+ public GameObject levelComplteUI;
+ void Start () {
+ levelComplteUI.SetActive (false);
+ }
+
+ private void OnCollisionEnter2D (Collision2D other) {
+ if (other.gameObject.tag == "player") {
+ levelComplteUI.SetActive (true);
+ Time.timeScale = 0;
+ }
+ }
+
+}
\ No newline at end of file
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index e517ee1df..c9773ce7e 100644
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diff --git a/Assets/Scripts/PlayerMovement.cs b/Assets/Scripts/PlayerMovement.cs
new file mode 100644
index 000000000..b8bc32028
--- /dev/null
+++ b/Assets/Scripts/PlayerMovement.cs
@@ -0,0 +1,80 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.Events;
+using UnityEngine.SceneManagement;
+
+public class PlayerMovement : MonoBehaviour {
+
+ public float speed;
+ public float jumpSpeed;
+ float moveInput;
+ private bool facingRight = true;
+ public Rigidbody2D rb;
+ public Animator animator;
+
+ private bool isGrounded;
+ public Transform feetPos;
+ public float checkRadius;
+ public LayerMask whatIsGround;
+ public LayerMask enemy;
+ public GameObject gameOverUI;
+
+ void Start () {
+ gameOverUI.SetActive (false);
+ }
+
+ void FixedUpdate () {
+ moveInput = Input.GetAxisRaw ("Horizontal");
+
+ MovePlayer (moveInput);
+ if (facingRight == true && moveInput < 0)
+ Flip ();
+ if (facingRight == false && moveInput > 0)
+ Flip ();
+ }
+
+ void Update () {
+
+ isGrounded = Physics2D.OverlapCircle (feetPos.position, checkRadius, whatIsGround);
+
+ if (isGrounded == true && Input.GetButtonDown ("Jump")) {
+ rb.velocity = Vector2.up * jumpSpeed;
+ }
+ if (moveInput == 0) {
+ animator.SetBool ("isRunning", false);
+ } else {
+ animator.SetBool ("isRunning", true);
+ }
+ // animator.SetFloat ("speed", Mathf.Abs (moveInput));
+ animator.SetBool ("isGrounded", isGrounded);
+ }
+
+ private void OnCollisionEnter2D (Collision2D other) {
+ if (other.collider.gameObject.layer == LayerMask.NameToLayer ("Water")) {
+ gameOverUI.SetActive (true);
+ Time.timeScale = 0;
+ }
+ }
+
+ public void MovePlayer (float move) {
+ if (Input.GetKey (KeyCode.LeftShift) && move != 0) {
+ rb.velocity = new Vector2 (move * Time.fixedDeltaTime * speed * 2, rb.velocity.y);
+ return;
+ }
+ rb.velocity = new Vector2 (move * Time.fixedDeltaTime * speed, rb.velocity.y);
+ }
+
+ public void Flip () {
+ facingRight = !facingRight;
+ Vector3 scaler = transform.localScale;
+ scaler.x *= -1;
+ transform.localScale = scaler;
+ }
+
+ public void RestartGame () {
+ Time.timeScale = 1;
+ SceneManager.LoadScene ("2dPlatformer");
+ }
+
+}
\ No newline at end of file
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+++ /dev/null
@@ -1,147 +0,0 @@
-# Changelog
-All notable changes to this package will be documented in this file.
-
-The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
-and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
-
-## [2.3.3] - 2019-01-08
-### Temporary patch to get around a Unity bug in conditional dependencies
-- Removed Cinemachine.Timeline namespace, as a workaround for fogbugz 1115321
-
-## [2.3.1] - 2019-01-07
-### Bugfixes
-- Added timeline dependency
-- OnTargetObjectWarped no longer generates garbage
-
-## [2.3.0] - 2018-12-20
-### Support for Unity 2019.1
-- Added dependency on new unity.timeline
-- Added conditional dependence on PostProcessingV2
-- No copying CM gizmo into assets folder
-- FreeLook: if inherit position from similar FreeLooks, bypass damping
-- Timeline: improve handling when vcam values are tweaked inside shot inspector (fogbugz 1109024)
-
-## [2.2.8] - 2018-12-10
-### Bugfixes, optimizations, and some experimental stuff
-- Transposer: added Angular Damping Mode, to support quaternion calculations in gimbal-lock situations
-- Framing Transposer and Group Transposer: group composing bugfixes, respect min/max limits
-- Added ConemachineCameraOffset extension, to offset the camera a fixed distance at the end of the pipeline
-- Dolly Cart: added support for LateUpdate
-- State-driven-camera: added [NoSaveDuringPlay] to Animated Target and Layer Index
-- Added AxisState.Recentering.RecenterNow() API call to skip wait time and start recentering now (if enabled)
-- Added NoLens blend hint, to leave camera Lens settings alone
-- Updated documentation (corrections, and relocation to prevent importing)
-- Upgrade: added support for nested prefabs in Unity 2018.3 (fogbugz 1077395)
-- Optimization: position predictor is more efficient
-- Optimization: Composer caches some calculations
-- Optimization: Fix editor slowdown when Lens Presets asset is missing
-- Experimental: Optional new damping algorithm: attempt to reduce sensitivity to variable framerate
-- Experimental: Optional new extra-efficient versions of vcam and FreeLook (not back-compatible)
-- Timeline: play/pause doesn't kick out the timeline vcam
-- Path editor: make sure game view gets updated when a path waypoint is dragged in the scene view
-- Composer guides are shown even if Camera is attached to a renderTexture
-- Bugfix: allow impulse definition to be a non-public field (property drawer was complaining)
-- Bugfix: added null check for when there is no active virtual camera
-- Bugfix: CollisionImpulseSource typo in detection of 2D collider
-- Bugfix: PasteComponentValues to prefab vcams and FreeLooks were corrupting scene and prefabs
-- Bugfix: Timeline mixer was glitching for single frames at the end of blends
-- Bugfix: Added OnTransitionFromCamera() to POV and OrbitalTransposer, to transition axes intelligently
-- Regression fix: if no active vcam, don't set the Camera's transform
-
-## [2.2.7] - 2018-07-24
-### Mostly bugfixes
-- Bugfix: fogbugz case 1053595: Cinemachine Collider leaves hidden collider at origin that interferes with scene objects
-- Bugfix: fogbugz case 1063754: empty target group produces console messages
-- Bugfix: FreeLook Paste Component Values now pastes the CM subcomponents as well
-- Bugfix: added extra null checks to support cases where current vcam is dynamically deleted
-- Bugfix: reset BlendList when enabled
-- Regression fix: FreeLook axis values get transferred when similar vcams transition
-- Bugfix: cutting to BlendList vcam sometimes produced a few bad frames
-- Bugfix: smart update tracks the targets more efficiently and correctly, and supports RigidBody interpolation (2018.2 and up)
-- Enhancement: POV component interprets POV as relative to parent transform if there is one
-- API change: OnCameraLive and CameraActivated events take outgoing vcam also as parameter (may be null)
-
-## [2.2.0] - 2018-06-18
-### Impulse Module and More
-- New Cinemachine Impulse module for event-driven camera shakes
-- New Event Helper script CinemachineTriggerAction takes action on Collider and Collider2D enter/exit events, and exposes them as UnityEvents
-- New performance-tuning feature: Standby Update. Controls how often to update the vcam when it's in Standby.
-- New NoiseSettings editor with signal preview
-- Added Focal Length or Named FOV presets for Camera Lens
-- Added support for Physical Camera: focal length and Lens Offset
-- New improved Group framing algorithm: tighter group framing in GroupComposer and FramingTransposer
-- Collider: now returns TargetIsObscured if the target is offscreen (great for cameras with fixed aim)
-- Collider: added Minimum Occlusion Time setting, to ignore fleeting obstructions
-- Collider: added Transparent Layers mask, to specify solid objects that don't obstruct view
-- Collider: damping will no longer take the camera through obstacles
-- Collider: Added separate damping setting for when target is being occluded vs when camera is being returned to its normal position
-- Collider: added Smoothing setting, to reduce camera jumpiness in environements with lots of obstacles
-- NoiseSettings: added checkbox for pure sine-wave instead of Perlin wave
-- If no LookAt target, PostProcessing FocusTracksTarget offset is relative to camera
-- TrackedDolly: Default up mode sets Up to World Up
-- Virtual Camera: New Transitions section in inspector that gives more control over blending:
- - Blend Hint provides some control over how the position and rotation are interpolated
- - Inherit Position checkbox to ensure smooth positional handoff from outgoing camera
- - OnCameraLive event gets fired when the camera activates. Useful for custom handlers.
-- Added ScreenSpaceAimWhenTargetsDiffer as a vcam blend hint. This influences what happens when blending between vcams with different LookAt targets
-- Increased stability of vcams with very small FOVs
-- Framing Transposer no longer requires LookAt to be null
-- LensSettings Aspect, Orthographic, IsPhysicalCamera, SensorSize properties no longer internal
-- Noise Profiles: don't magically create assets. Prompt user for filename and location of new or cloned profiles
-- Refactored interaction between timeline and CM brain, to improve handling of edge cases (fogbugz case 1048497)
-- Bugfix: StateDrivenCamera Editor was not finding states if target was OverrideController
-- Bugfix when dragging orbital transposer transform: take bias into account
-- Bugfix: SaveDuringPlay was not handling asset fields correctly - was sometimes crushing assets
-- Bugfix: SimpleFollow transposers were not initilizing their position correctly at game start
-- Bugfix: Timeline with CM shot was causing jitter in some FixedUpdate situations
-- Bugfix: Multiple brains with heterogeneous update methods were not behaving correctly. CM will now support this, but you must make sure that the brains have different layer masks.
-- Example scenes now include use of CinemachineTriggerAction script.
-
-## [2.1.13] - 2018-05-09
-### Removed dependency on nonexistant Timeline package, minor bugfixes
-- Bugfix: Custom Blends "Any to Any" was not working (regression)
-- Bugfix: Composer was sometimes getting wrong aspect if multiple brains with different aspect ratios
-- Bugfix: could not drag vcam transforms if multiple inspectors and one is hidden
-- Bugfix: Framing Transposer initializes in the wrong place - noticeable if dead zone
-
-## [2.1.12] - 2018-02-26
-### Storyboard, Bugfixes and other enhancements. Also some restructuring for Package Manager
-- Project restructure: Removed Base, Timeline, and PostFX folders from project root. PostProcessing code must now be manually imported from Cinemachine menu. No more dependencies on scripting defines.
-- New Storyboard extension, to display images over the vcams. Comes with a Waveform monitor window for color grading
-- New option to specify vcam position blend style: linear, spherical, or cylindrical, based on LookAt target
-- Added API to support seamless position warping of target objects: OnTargetObjectWarped().
-- Added support for custom blend curves
-- Lookahead: added Ignore Y Axis Movement option
-- Added support for cascading blends (i.e. blending from mid-blend looks better)
-- POV/Orbital/FreeLook axis: exposed Min, Max, and Wrap in the UI, for customized axis range
-- FreeLook: added Y Axis recentering
-- POV: Added recentering feature to both axes
-- Path: Added Normalized Path units option: 0 is start of path, 1 is end.
-- Path: added length display in inspector
-- Timeline Clip Editor: vcam sections are now collapsible
-- API enhancement: added Finalize to Pipeline stages, called even for manager-style vcams
-- Bugfix: PostProcessing V2 DoF blending works better
-- Bugfix: OrbitalTransposer works better with WorldUp overrides
-- Bugfix: Remove StateDrivenCamera "not playing a controller" warning
-- Bugfix: Handle exceptions thrown by assemblies that don't want to be introspected
-- Bugfix: vcams following physics objects incorrectly snapped to origin after exiting play mode
-- Bugfix: predictor now supports time pause
-- Bugfix: Moved StartCoroutine in Brain to OnEnable()
-- Bugfix: Collider was causing problems in Physics on Android platforms
-- Bugfix: dragging a vcam's position updtaes prefabs properly
-- Bugfix: All extension now respect the "enabled" checkbox
-- Bugfix: Undo for Extasion add will no longer generate null references
-
-## [2.1.10] - 2017-11-28
-### This is the first UPM release of *Unity Package Cinemachine*.
-- New Aim component: Same As Follow Target simply uses the same orientation as the Follow target
-- Perlin Noise component: added inspector UI to clone or locate existing Noise profiles, and to create new ones
-- Noise Presets were moved outside of the Examples folder
-- Example Assets are now included as embedded package, not imported by default
-- Bugfix: FreeLook with PositionDelta was not properly updating the heading
-- Bugfix: Transitioning between FreeLooks simetimes caused a short camera freeze
-- Bugfix: Added some null checks to FreeLook, to prevent error messages at build time
-
-## [2.1.9] - 2017-11-17
-### Initial version.
-*Version 2.1.9 cloned from private development repository, corresponding to package released on the asset store*
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/CHANGELOG.md.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/CHANGELOG.md.meta
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-fileFormatVersion: 2
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-TextScriptImporter:
- externalObjects: {}
- userData:
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diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/Cinemachine2D.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/Cinemachine2D.md
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-# 2D graphics
-
-Cinemachine supports orthographic cameras. When you set the Unity camera's projection to Orthographic, Cinemachine adjusts to accommodate it. In Virtual Camera properties for __Lens__, __FOV__ is replaced by __Orthographic Size__. Note that settings related to FOV and certain FOV-oriented behaviors such as [Follow Zoom](CinemachineFollowZoom.html) have no effect if the camera is orthographic.
-
-In orthographic environments, it doesn’t usually make sense to rotate the camera. Accordingly, Cinemachine offers the [Framing Transposer](CinemachineBodyFramingTransposer.html) to handle framing and composition without rotating the camera.
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineAimComposer.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineAimComposer.md
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-# Composer
-
-This Virtual Camera __Aim__ algorithm rotates the camera to face the __Look At__ target. It also applies offsets, damping, and composition rules. Examples of targets for aiming: the upper spine or head bone of a character, vehicles, or dummy objects which are controlled or animated programmatically.
-
-## Properties:
-
-| **Property:** | **Function:** |
-|:---|:---|
-| __Tracked Object Offset__ | Offset from the center of the Look At target, in target-local space. Fine-tune the tracking target position when the desired area is not the tracked object’s center. |
-| __Lookahead Time__ | Adjust the offset based on the motion of the Look At target. The algorithm estimates the point that the target will be this many seconds into the future. This feature is sensitive to noisy animation. It can amplify the noise, resulting in undesirable camera jitter. If the camera jitters unacceptably when the target is in motion, turn down this property or animate the target more smoothly. |
-| __Lookahead Smoothing__ | Controls the smoothness of the lookahead algorithm. Larger values smooth out jittery predictions and increase prediction lag. |
-| __Lookahead Ignore Y__ | Toggle to ignore movement along the Y axis for lookahead calculations. |
-| __Horizontal Damping__ | How responsively the camera follows the target in the screen-horizontal direction. Use small numbers for more responsive, rapid rotation of the camera to keep the target in the dead zone. Use larger numbers for a more heavy, slowly-responding camera. |
-| __Vertical Damping__ | How responsively the camera follows the target in the screen-vertical direction. Use different vertical and horizontal settings to give a wide range of camera behaviors. |
-| __Screen X__ | Horizontal screen position for the center of the dead zone. The camera rotates so that the target appears here. |
-| __Screen Y__ | Vertical screen position for target, The camera rotates so that the target appears here. |
-| __Dead Zone Width__ | The width of the screen region within which the camera ignores any movement of the target. If the target is positioned anywhere within this region, the Virtual Camera does not update its rotation. This is useful for ignoring minor target movement. |
-| __Dead Zone Height__ | The height of the screen region within which the camera ignores any movement of the target. If the target is positioned anywhere within this region, the Virtual Camera does not update its rotation. This is useful for ignoring minor target movement. |
-| __Soft Zone Width__ | The width of the soft zone. If the target appears in this region of the screen, the camera will rotate to push it back out to the dead zone, in the time specified by the Horizontal Damping setting. |
-| __Soft Zone Height__ | The height of the soft zone. If the target appears in this region of the screen, the camera will rotate to push it back out to the dead zone, in the time specified by the Vertical Damping setting. |
-| __Bias X__ | Positions the soft zone horizontally, relative to the dead zone. |
-| __Bias Y__ | Positions the soft zone vertically, relative to the dead zone. |
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineAimDoNothing.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineAimDoNothing.md
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-# Do Nothing
-
-This Virtual Camera __Aim__ algorithm does not aim the Virtual Camera. Choose this algorithm for static shots or for animating the rotation directly with custom scripts.
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineAimGroupComposer.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineAimGroupComposer.md
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-# Group Composer
-
-This Virtual Camera __Aim__ algorithm aims the camera at multiple GameObjects. Otherwise, it behaves identically to the Composer and has the same settings. If the Look At target is a [Cinemachine Target Group](CinemachineTargetGroup.html), the algorithm adjusts the FOV and the camera distance to ensure that the group of targets is framed properly.
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineAimHardLook.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineAimHardLook.md
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-# Hard Look At
-
-This Virtual Camera __Aim__ algorithm rotates the Virtual Camera to keep the __Look At__ target in the center of the camera frame.
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineAimPOV.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineAimPOV.md
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-# POV
-
-This Virtual Camera __Aim__ algorithm aims the camera in response to the user’s input.
-
-## Properties:
-
-| **Property:** || **Function:** |
-|:---|:---|:---|
-| __Vertical Axis__ || Controls the vertical orientation of the Virtual Camera’s aim. |
-| | _Value_ | The current value of the axis to aim the camera at, in degrees. Accepted values are -90 to 90. |
-| | _Value Range_ | The minimum and maximum values for the vertrial axis of the Virtual Camera. |
-| | _Wrap_ | If checked, the axis wraps around the Value Range values, forming a loop. |
-| | _Max Speed_ | The maximum speed of this axis in degrees/second. |
-| | _Accel Time_ | The amount of time in seconds it takes to accelerate to Max Speed with the supplied axis at its maximum value. |
-| | _Decel Time_| The amount of time in seconds it takes to decelerate the axis to zero if the supplied axis is in a neutral position. |
-| | _Input Axis Name_ | The name of this axis as specified in Unity Input Manager. To disable the automatic updating of this axis, set this property to an empty string. |
-| | _Input Axis Value_ | The value of the input axis. A value of 0 means no input. You can drive this directly from a custom input system, or you can set the Input Axis Name and have the value driven by the Unity Input Manager. |
-| | _Invert_ | Check to invert the raw value of the input axis before it is used. |
-| __Vertical Recentering__ || Controls automatic vertical recentering when the player gives no input. |
-| | _Enabled_ | Check to enable automatic vertical recentering. |
-| | _Wait Time_ | If no user input has been detected on the vertical axis, the camera waits this long in seconds before recentering. |
-| | _Recentering Time_ | Maximum angular speed of recentering. Accelerates into and decelerates out of this. |
-| __Horizontal Axis__ || Controls the horizontal orientation. |
-| | _Value_ | The current value of the axis, in degrees. Accepted values are -180 to 180. |
-| | _Value Range_ | The minimum and maximum values for the axis. |
-| | _Wrap_ | If checked, the axis wraps around the Value Range values, forming a loop. |
-| | _Max Speed_ | The maximum speed of this axis in degrees per second. |
-| | _Accel Time_ | The amount of time in seconds it takes to accelerate to Max Speed with the supplied Axis at its maximum value. |
-| | _Decel Time_ | The amount of time in seconds it takes to decelerate the axis to zero if the supplied axis is in a neutral position. |
-| | _Input Axis Name_ | The name of this axis as specified in the Unity Input Manager. Set this property to an empty string to disable automatic update of this axis. |
-| | _Input Axis Value_ | The value of the input axis. A value of 0 means no input. You can drive this directly from a custom input system, or you can set the Input Axis Name and have the value driven by the Unity Input Manager. |
-| | _Invert_ | Check to invert the raw value of the input axis before it is used. |
-| __Horizontal Recentering__ || Controls automatic vertical recentering when the player gives no input. |
-| | _Enabled_ | Check to enable automatic vertical recentering. |
-| | _Wait Time_ | If no user input has been detected on the vertical axis, the camera waits this long in seconds before recentering. |
-| | _Recentering Time_ | Maximum angular speed of recentering. Accelerates into and decelerates out of this. |
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineAimSameAsFollow.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineAimSameAsFollow.md
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-# Same As Follow Target
-
-This Virtual Camera __Aim__ algorithm matches the orientation of the __Follow__ target. When used with the __Hard Lock to Target__ algorithm in the __Body__ properties, this algorithm makes the Virtual Camera match the path and rotation of a control GameObject.
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineBlendListCamera.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineBlendListCamera.md
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-# Cinemachine Blend List Camera
-
-The __Cinemachine Blend List Camera__ component executes a sequence of blends or cuts among its child Virtual Cameras.
-
-When the Blend List camera is activated, it executes its list of instructions, activating the first child Virtual Camera in the list, holding for a designated time, then cutting or blending to the next child, and so on. The Blend List camera holds the last Virtual Camera until Cinemachine Brain or Timeline deactivates the Blend List camera.
-
-**Tip**: Use a Blend List Camera instead of [Timeline](CinemachineTimeline.html) for simpler, automatic sequences.
-
-## Properties:
-
-| **Property:** | **Function:** |
-|:---|:---|
-| __Solo__ | Toggles whether or not the Blend List camera is temporarily live. Use this property to get immediate visual feedback in the [Game view](https://docs.unity3d.com/Manual/GameView.html) to adjust the Virtual Camera. |
-| __Game Window Guides__ | Toggles the visibility of compositional guides in the Game view. This property applies to all Virtual Cameras. |
-| __Save During Play__ | Check to [apply the changes while in Play mode](CinemachineSavingDuringPlay.html). Use this feature to fine-tune a Virtual Camera without having to remember which properties to copy and paste. This property applies to all Virtual Cameras. |
-| __Priority__ | The importance of this Blend List camera for choosing the next shot. A higher value indicates a higher priority. Cinemachine Brain chooses the next live Virtual Camera from all Virtual Cameras that are activated and have the same or higher priority as the current live Virtual Camera. This property has no effect when using a Virtual Camera with Timeline. |
-| __Look At__ | The default target GameObject that the children Virtual Camera move with. The Blend List camera uses this target when the child does not specify this target. May be empty if all of the children define targets of their own. |
-| __Follow__ | The default target GameObject to aim the Unity camera at. The Blend List camera uses this target when the child does not specify this target. May be empty if all of the children define targets of their own. |
-| __Show Debug Text__ | Check to display a textual summary of the live Virtual Camera and blend in the view. |
-| __Enable All Child Cameras__ | Check to activate all child cameras. This is useful if animating them in Timeline, but consumes extra resources. |
-| __Instructions__ | The set of instructions for enabling child cameras. |
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineBlending.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineBlending.md
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-# Blending between Virtual Cameras
-
-Use blending properties to specify how the Cinemachine Brain component performs a blend between virtual cameras.
-
-A Cinemachine blend is not a fade, wipe, or dissolve. Rather, Cinemachine Brain performs a smooth animation of the position, rotation, and other settings of the Unity camera from one Virtual Camera to the next.
-
-For blends between specific Virtual Cameras, use the __Custom Blends__ list in the Cinemachine Brain component. Use the __Default Blend__ property in Cinemachine Brain to specify blends between Virtual Cameras that do not have custom blends.
-
-
-
-The __From__ and __To__ settings are name-based, not references. This means that Cinemachine finds cameras by matching their names to the settings. They are not linked to specific GameObjects.
-
-Use the name \*\*ANY CAMERA\*\* to blend from or to any Virtual Camera.
-
-## Properties:
-
-| **Property:** || **Function:** |
-|:---|:---|:---|
-| __From__ || The name of the Virtual Camera to blend from. Use the name \*\*ANY CAMERA\*\* to blend from any Virtual Camera. This property is available only for custom blends. |
-| __To__ || The name of the Virtual Camera to blend to. Use the name \*\*ANY CAMERA\*\* to blend to any Virtual Camera. This property is available only for custom blends. |
-| __Style Default Blend__ || Shape of the blend curve. |
-| | _Cut_ | Zero-length blend. |
-| | _Ease In Out_ | S-shaped curve, giving a gentle and smooth transition. |
-| | _Ease In_ | Linear out of the outgoing Virtual Camera, and ease into the incoming Virtual Camera. |
-| | _Ease Out_ | Ease out of the outgoing Virtual Camera, and blend linearly into the incoming Virtual Camera. |
-| | _Hard In_ | Ease out of the outgoing Virtual Camera, and accelerate into the incoming Virtual Camera. |
-| | _Hard Out_ | Accelerate out of the outgoing Virtual Camera, and ease into the incoming Virtual Camera. |
-| | _Linear_ | Linear blend. mechanical-looking. |
-| | _Custom_ | Custom blend curve. Allows you to draw a custom blend curve. |
-| __Time__ || Duration (in seconds) of the blend. |
-
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineBodyDoNothing.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineBodyDoNothing.md
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-# Do Nothing
-
-This Virtual Camera __Body__ algorithm does not move the Virtual Camera; it does not modify its position. Choose this algorithm for static shots or for animating the camera position directly with your custom scripts.
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineBodyFramingTransposer.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineBodyFramingTransposer.md
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--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineBodyFramingTransposer.md
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-# Framing Transposer
-
-This Virtual Camera __Body__ algorithm moves the camera in a fixed screen-space relationship to the __Follow__ target. You can also specify offsets, damping, and composition rules. __Framing Transposer__ only changes the camera’s position in space. It does not re-orient or otherwise aim the camera.
-
-__Framing Transposer__ is designed for 2D and orthographic cameras. But it works equally well with perspective cameras and 3D environments.
-
-This algorithm first moves the camera along the camera Z axis until the __Follow__ target is at the desired distance from the camera’s X-Y plane. It then moves the camera in its X-Y plane until the __Follow__ target is at the desired point on the camera’s screen.
-
-**Note**: To use __Framing Transposer__, the __Look At__ property must be empty.
-
-If the __Follow__ target is a [Target Group](CinemachineTargetGroup.html), then additional properties are available to frame the entire group.
-
-## Properties
-
-| **Property:** || **Function:** |
-|:---|:---|:---|
-| __Lookahead Time__ || Adjusts the offset of the Virtual Camera from the Follow target based on the motion of the target. Cinemachine estimates the point where the target will be this many seconds into the future. This feature is sensitive to noisy animation and can amplify the noise, resulting in undesirable camera jitter. If the camera jitters unacceptably when the target is in motion, turn down this property, or animate the target more smoothly. |
-| __Lookahead Smoothing__ || The smoothness of the lookahead algorithm. Larger values smooth out jittery predictions and increase prediction lag. |
-| __Lookahead Ignore Y__ || If checked, ignore movement along the Y axis for lookahead calculations. |
-| __X Damping__ || How responsively the camera tries to maintain the offset in the x-axis. Small numbers make the camera more responsive. Larger numbers make the camera respond more slowly. Using different settings per axis can yield a wide range of camera behaviors. |
-| __Y Damping__ || How responsively the camera tries to maintain the offset in the y-axis. Small numbers make the camera more responsive. Larger numbers make the camera respond more slowly. |
-| __Z Damping__ || How responsively the camera tries to maintain the offset in the z-axis. Small numbers make the camera more responsive. Larger numbers make the camera respond more slowly. |
-| __Screen X__ || Horizontal screen position for target. The camera moves to position the tracked object here. |
-| __Screen Y__ || Vertical screen position for target, The camera moves to position the tracked object here. |
-| __Camera Distance__ || The distance to maintain along the camera axis from the Follow target. |
-| __Dead Zone Width__ || Do not move the camera horizontally when the target is within this range of the position. |
-| __Dead Zone Height__ || Do not move the camera vertically if the target is within this range of the position. |
-| __Dead Zone Depth__ || Do not move the camera along its z-axis if the Follow target is within this distance of the specified camera distance. |
-| __Unlimited Soft Zone__ || If checked, then the soft zone is unlimited in size. |
-| __Soft Zone Width__ || When the target is in this range, move the camera horizontally to frame the target in the dead zone. The Damping properties affect the rate of the camera movement. |
-| __Soft Zone Height__ || When the target is in this range, move the camera vertically to frame the target in the dead zone. The Damping properties affect the rate of the camera movement. |
-| __Bias X__ || Moves the target position horizontally away from the center of the soft zone. |
-| __Bias Y__ || Moves the target position vertically away from the center of the soft zone. |
-| __Group Framing Mode__ || Available when Follow specifies a [Target Group](CinemachineTargetGroup.html). Specifies the screen dimensions to consider when framing. |
-| | _Horizontal_ | Consider only the horizontal dimension. Ignore vertical framing. |
-| | _Vertical_ | Consider only the vertical dimension. Ignore horizontal framing. |
-| | _Horizontal And Vertical_ | Use the larger of the horizontal and vertical dimensions to get the best fit. |
-| | _None_ | Don’t do any framing adjustment. |
-| __Adjustment Mode__ || How to adjust the camera to get the desired framing. You can zoom, dolly in or out, or do both. Available when Follow specifies a Target Group. |
-| | _Zoom Only_ | Don’t move the camera, only adjust the FOV. |
-| | _Dolly Only_ | Move the camera, don’t change the FOV. |
-| | _Dolly Then Zoom_ | Move the camera as much as permitted by the ranges, then adjust the FOV if necessary to make the shot. |
-| __Group Framing Size__ || The bounding box that the targets should occupy. Use 1 to fill the whole screen, 0.5 to fill half the screen, and so on. Available when Follow specifies a Target Group. |
-| __Max Dolly In__ || The maximum distance toward the target to move the camera. Available when Follow specifies a Target Group. |
-| __Max Dolly Out__ || The maximum distance away from the target to move the camera. Available when Follow specifies a Target Group. |
-| __Minimum Distance__ || Set this to limit how close to the target the camera can get. Available when Follow specifies a Target Group. |
-| __Maximum Distance__ || Set this to limit how far from the target the camera can get. Available when Follow specifies a Target Group. |
-| __Minimum FOV__ || If adjusting FOV, do not set the FOV lower than this. Available when Follow specifies a Target Group. |
-| __Maximum FOV__ || If adjusting FOV, do not set the FOV higher than this. Available when Follow specifies a Target Group. |
-| __Minimum Ortho Size__ || If adjusting Orthographic Size, do not set it lower than this. Available when Follow specifies a Target Group. |
-| __Maximum Ortho Size__ || If adjusting Orthographic Size, do not set it higher than this. Available when Follow specifies a Target Group. |
-
-
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineBodyHardLockTarget.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineBodyHardLockTarget.md
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index b8b10d4a9..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineBodyHardLockTarget.md
+++ /dev/null
@@ -1,4 +0,0 @@
-# Hard Lock to Target
-
-This Virtual Camera __Body__ algorithm uses the same position at the __Follow__ target. In other words, the target acts as a mounting point for the Virtual Camera.
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineBodyOrbitalTransposer.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineBodyOrbitalTransposer.md
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index a11cf9b68..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineBodyOrbitalTransposer.md
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-# Orbital Transposer
-
-This Virtual Camera __Body__ algorithm moves the Unity camera in a variable relationship to the Virtual Camera’s __Follow__ target. It optionally accepts [player input](https://docs.unity3d.com/Manual/ConventionalGameInput.html), which allows the player to dynamically control the position of the camera relative to the target.
-
-The __Orbital Transposer__ introduces the concept of __heading__, which is the direction in which the target is moving or facing. Orbital Transposer attempts to position the camera so that it points in the same direction as the heading direction. By default, this position is directly behind the target. Control this relationship by adjusting the __Heading Bias__ property.
-
-If you attach an input controller to the __Orbital Transposer__, then the player can also control the camera. This allows the player to move the camera to any spot on an orbit around the target. Configure the __Orbital Transposer__ to take its input from any axis that you set up in the [Input Manager](https://docs.unity3d.com/Manual/class-InputManager.html). Or control the value directly using a custom input system.
-
-__Orbital Transposer __optionally automatically re-centers the camera. When __Recenter To Target Heading__ is checked, Orbital Transposer automatically moves the camera back to the target heading. You can specify the length of time to wait after it has detected no user input and the speed of the recentering.
-
-
-
-## Properties:
-
-| **Property:** || **Function:** |
-|:---|:---|:---|
-| __Binding Mode__ || The coordinate space to use when interpreting the offset of the Virtual Camera from the Follow target. |
-| | _Lock To Target On Assign_ | The target’s local frame at the moment when the Virtual Camera was activated, or when the target was assigned. |
-| | _Lock To Target With World Up_ | The target’s local frame, with the tilt and roll reset to zero. |
-| | _Lock To Target No Roll_ | The target’s local frame, with the roll reset to zero. |
-| | _Lock To Target_ | The target’s local frame. |
-| | _World Space_ | World space offset. |
-| | _Simple Follow With World Up_ | Relative to the target, using camera-local axes. |
-| __Follow Offset__ || The position offset to attempt to maintain from the Follow target. |
-| __X Damping__ || How responsively the camera tries to maintain the offset in the x-axis. Small numbers make the camera more responsive. Larger numbers make the camera respond more slowly. Using different settings per axis can yield a wide range of camera behaviors. Not available when Binding Mode is Simple Follow With World Up. |
-| __Y Damping__ || How responsively the camera tries to maintain the offset in the y-axis. Small numbers make the camera more responsive. Larger numbers make the camera respond more slowly. |
-| __Z Damping__ || How responsively the camera tries to maintain the offset in the z-axis. Small numbers make the camera more responsive. Larger numbers make the camera respond more slowly. |
-| __Yaw Damping__ || How responsively the camera tries to track the target rotation’s y angle. Small numbers make the camera more responsive. Larger numbers make the camera respond more slowly. Available when Binding Mode is Lock to Target With World Up, Lock to Target No Roll, or Lock to Target. |
-| __Pitch Damping__ || How responsively the camera tries to track the target rotation’s x angle. Small numbers make the camera more responsive. Larger numbers make the camera respond more slowly. Available when Binding Mode is Lock to Target No Roll or Lock to Target. |
-| __Roll Damping__ || How responsively the camera tries to track the target rotation’s z angle. Small numbers make the camera more responsive. Larger numbers make the camera respond more slowly. Available when Binding Mode is Lock to Target. |
-| __Heading__ || Specifies how to calculate the heading of the Follow target. |
-| | _Definition_ | Choose Position Delta to calculate heading based on the difference in the position of the target from the last update and the current frame. Choose Velocity to use the velocity of the [Rigidbody](https://docs.unity3d.com/Manual/class-Rigidbody.html) of the target. If the target has no Rigidbody component, reverts to Position Delta. Choose Target Forward to use the target's local Forward axis as the heading. Choose World Forward to use a constant world-space Forward as heading. |
-| | _Velocity Filter Strength_ | Controls the smoothing of the velocity when using Position Delta or Velocity in Definition. |
-| | _Bias_ | Angular offset in the orbit to place the camera, relative to the heading. Measured in degrees. An axis value of 0 will put the camera here. |
-| __Recenter To Target Heading__ || Controls automatic recentering when the player gives no input. |
-| | _Enabled_ | Check to enable automatic recentering. |
-| | _Wait Time_ | If no user input has been detected on the axis, the camera waits this long in seconds before recentering. |
-| | _Recentering Time_ | Maximum angular speed of recentering. Accelerates into and decelerates out of this. |
-| __X Axis__ || Heading Control. The settings here control the behaviour of the camera in response to the player’s input. |
-| | _Value_ | The current value of the axis, in degrees. |
-| | _Min Value_ | The minimum value for the axis. |
-| | _Max Value_ | The maximum value for the axis. |
-| | _Wrap_ | If checked, then the axis wraps around at the Min and Max values, forming a loop. |
-| | _Max Speed_ | The maximum speed of this axis in units/second. |
-| | _Accel Time_ | The amount of time in seconds to accelerate to MaxSpeed with the supplied axis at its maximum value. |
-| | _Decel Time_ | The amount of time in seconds o decelerate the axis to zero if the supplied axis is in a neutral position. |
-| | _Input Axis Name_ | The name of this axis as specified in the Unity Input manager. Set to an empty string to disable the automatic updating of this axis. |
-| | _Input Axis Value_ | The value of the input axis. A value of 0 means no input. Drive this directly from a custom input system, or set the Input Axis Name to drive the value by the Unity Input Manager. |
-| | _Invert_ | Check to invert the raw value of the input axis before it is used. |
-
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineBodyTrackedDolly.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineBodyTrackedDolly.md
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index 4e6664ef6..000000000
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@@ -1,38 +0,0 @@
-# Tracked Dolly
-
-This Virtual Camera __Body__ algorithm restricts the Virtual Camera to move along a predefined [path](CinemachineDolly.html). Use the __Path Position__ property to specify where to put the Virtual Camera on the path.
-
-Use __Auto-Dolly__ mode to move the Virtual Camera to a position on the path that is closest to the __Follow__ target. When enabled, __Auto-Dolly__ automatically animates the position of the Virtual Camera to the position on the path that’s closest to the target.
-
-**Tip**: Choose your path shapes with care when using Auto-Dolly mode. This becomes problematic on paths that form an arc around some point. As an extreme example, consider a perfectly circular path with the __Follow__ target at the center. The closest point on the path becomes unstable because all points on the circular path are equally close to the target. In this situation, moving the __Follow__ target small distances can cause the camera to move large distances on the track.
-
-## Properties:
-
-| **Property:** || **Function:** |
-|:---|:---|:---|
-| __Path__ || The path that the camera moves along. This property must refer to a [Cinemachine Path](CinemachinePath.html) or [Cinemachine Smooth Path](CinemachineSmoothPath.html). |
-| __Path Position__ || The position along the path to place the camera. Animate this property directly or enable Auto-Dolly. The value is in the units specified by Position Units. |
-| __Position Units__ || The unit of measure for Path Position. |
-| | _Path Units_ | Use waypoints along the path. The value 0 represents the first waypoint on the path, 1 is the second waypoint, and so on. |
-| | _Distance_ | Use distance along the path. The path is sampled according to the Resolution property of the path. Cinemachine creates a distance lookup table, which it stores in an internal cache. |
-| | _Normalized_ | Use the beginning and end of the path. The value 0 represents the beginning of the path, 1 is the end of the path. |
-| __Path Offset__ || The position of the camera relative to the path. X is perpendicular to the path, Y is up, and Z is parallel to the path. Use this property to offset the camera from the path itself. |
-| __X Damping__ || How responsively the camera tries to maintain its position in a direction perpendicular to the path. Small numbers make the camera more responsive. Larger numbers make the camera respond more slowly. Using different settings per axis can yield a wide range of camera behaviors. |
-| __Y Damping__ || How responsively the camera tries to maintain its position in the path-local up direction. Small numbers make the camera more responsive. Larger numbers make the camera respond more slowly. |
-| __Z Damping__ || How responsively the camera tries to maintain its position in a direction parallel to the path. Small numbers make the camera more responsive. Larger numbers make the camera respond more slowly. |
-| __Camera Up__ || How to set the up vector for the Virtual Camera. This affects the screen composition because the camera Aim algorithms try to respect the up direction. |
-| | _Default_ | Do not modify the up direction of the Virtual Camera. Instead, use the World Up Override property in Cinemachine Brain. |
-| | _Path_ | Use the path’s up vector at the current point. |
-| | _Path No Roll_ | Use the path’s up vector at the current point, but with the roll set to zero. |
-| | _Follow Target_ | Use the up vector from the Follow target’s transform. |
-| | _Follow Target No Roll_ | Use the up vector from the Follow target’s transform, but with the roll zeroed out. |
-| __Pitch Damping__ || How responsively the camera tracks the target rotation’s x angle. Small numbers make the camera more responsive. Larger numbers make the camera respond more slowly. |
-| __Yaw Damping__ || How responsively the camera tracks the target rotation’s y angle. Small numbers make the camera more responsive. Larger numbers make the camera respond more slowly. |
-| __Roll Damping__ || How responsively the camera tracks the target rotation’s z angle. Small numbers make the camera more responsive. Larger numbers make the camera respond more slowly. |
-| __Auto Dolly__ || Controls how automatic dollying occurs. A Follow target is necessary to use this feature. |
-| | _Enabled_ | Check to enable the automatic dolly. Note: this can have some performance impact, depending on the search resolution. |
-| | _Position Offset_ | Offset, in position units, from the closest point on the path to the follow target. |
-| | _Search Radius_ | The number of segments on either side of the current segment. Use 0 for the entire path. Use a lower number when the path’s shape relative to the target position causes the closest point on the path to become unstable. |
-| | _Search Resolution_ | Cinemachine searches a segment by dividing it into many straight pieces. The higher the number, the more accurate the result. However, performance is proportionally slower for higher numbers. |
-
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineBodyTransposer.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineBodyTransposer.md
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-# Transposer
-
-This Virtual Camera __Body__ algorithm moves the Virtual Camera in a fixed offset to the __Follow__ target. It also applies damping.
-
-## Properties:
-
-| **Property:** || **Function:** |
-|:---|:---|:---|
-| __Binding Mode__ || The coordinate space to use when interpreting the offset from the target, and the damping. For example, for a "Door Cam or “Hood Cam" in a car racing game, use Local Space Locked To Target. |
-| | _Lock To Target On Assign_| Make the Virtual Camera use the Follow target’s local frame at the moment that the Virtual Camera is activated or when the target is assigned. This offset remains constant in world space. Also, the camera does not rotate along with the target. |
-| | _Lock To Target With World Up_ | Make the Virtual Camera use the Follow target’s local frame with tilt and roll set to 0. This binding mode ignores all target rotations except yaw. |
-| | _Lock To Target No Roll_ | Make the Virtual Camera use the Follow target’s local frame, with roll set to 0. |
-| | _Lock To Target_ | Make the Virtual Camera use the Follow target’s local frame. As the target rotates, the camera rotates around it to maintain the offset. |
-| | _World Space_ | The offset in interpreted in world space relative to the Follow target's origin. The camera will not change position when the target rotates. |
-| | _Simple Follow With World Up_ | Interpret the offset and damping values in camera-local space. This mode emulates what a human camera operator would do when instructed to follow a target. |
-| __Follow Offset__ || The distance to maintain the Virtual Camera relative to the Follow target. Set X, Y, and Z to 0 to place the camera at the centre of the target. The default is 0, 0, -10, respectively, which places the camera behind the target. |
-| __X Damping__ || How responsively the camera tries to maintain the offset in the x-axis. Small numbers make the camera more responsive. Larger numbers make the camera respond more slowly. |
-| __Y Damping__ || How responsively the camera tries to maintain the offset in the y-axis. Small numbers make the camera more responsive. Larger numbers make the camera respond more slowly. |
-| __Z Damping__ || How responsively the camera tries to maintain the offset in the z-axis. Small numbers make the camera more responsive. Larger numbers make the camera respond more slowly. |
-| __Pitch Damping__ || How responsively the camera tracks the target rotation’s x angle. Small numbers make the camera more responsive. Larger numbers make the camera respond more slowly. |
-| __Yaw Damping__ || How responsively the camera tracks the target rotation’s y angle. Small numbers make the camera more responsive. Larger numbers make the camera respond more slowly. |
-| __Roll Damping__ || How responsively the camera tracks the target rotation’s z angle. Small numbers make the camera more responsive. Larger numbers make the camera respond more slowly. |
-
-
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineBrainProperties.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineBrainProperties.md
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-# Setting Cinemachine Brain properties
-
-The Cinemachine Brain is a component in the Unity camera itself. Cinemachine Brain monitors all active Virtual Cameras in the Scene. It chooses the next Virtual Camera to control the Unity camera. It also controls the [cut or blend](CinemachineBlending.html) from the current Virtual Camera to the next.
-
-To add a Cinemachine Brain component to a Unity camera, do __one__ of the following:
-
-* [Add a Virtual Camera](CinemachineSetUpVCam.html), or other Cinemachine object, to your Scene. Unity adds a Cinemachine Brain component to the Unity camera for you if there isn’t one already.
-
-* [Add](https://docs.unity3d.com/Manual/UsingComponents.html) a Cinemachine Brain component to the Unity camera yourself.
-
-**Tip**: You can also control Virtual Cameras from [Timeline](CinemachineTimeline.html). Timeline overrides the decisions that Cinemachine Brain makes.
-
-Cinemachine Brain holds the following key properties:
-
-* __Blend Settings__: A list that defines how to blend from one Virtual Camera to another. For example, add an item to the list for a 4 second blend from vcam1 to vcam2 then add another item for a 1 second blend from vcam2 back to vcam1. If a blend between two cameras isn’t defined, Cinemachine Brain uses its default blend.
-
-* __Layer Filter__: Cinemachine Brain uses only those Virtual Cameras that pass the culling mask of the Unity camera. You can set up [split-screen environments](CinemachineMultipleCameras.html) by using the culling mask to filter layers.
-
-* __Event Dispatching__: Cinemachine Brain fires events when it changes shot. It fires an event when a Virtual Camera goes live. It also fires an event when it cuts from one Virtual Camera to another. Use the latter event to reset temporal post effects.
-
-
-
-## Properties:
-
-| **Property:** || **Function:** |
-|:---|:---|:---|
-| __Show Debug Text__ || Check to display a textual summary of the live Virtual Camera and blend in the view. |
-| __Show Camera Frustum__ || Check to display the frustum of the camera in the Scene view. |
-| __Ignore Time Scale__ || Check to make the Virtual Cameras respond in real time to user input and damping, even if the game is running in slow motion. |
-| __World Up Override__ || The Y axis of the specified GameObject defines the worldspace up vector for Virtual Cameras. Use this property in top-down game environments. Set to None to use the worldspace Y axis. Setting this appropriately is important to avoid gimbal-lock in extreme up/down conditions. |
-| __Update Method__ || When to update the position and rotation of the Virtual Cameras. |
-| | _Fixed Update_ | Synchronize Virtual Camera update with the Physics module, in FixedUpdate. |
-| | _Late Update_ | In MonoBehaviour LateUpdate. |
-| | _Smart Update_ | Update each virtual camera according to how its target is updated. This is the recommended setting. |
-| __Default Blend__ || The blend to use when you haven’t explicitly defined a blend between two Virtual Cameras. |
-| | _Cut_ | Zero-length blend. |
-| | _Ease In Out_ | S-shaped curve, giving a gentle and smooth transition. |
-| | _Ease In_ | Linear out of the outgoing shot, and easy into the incoming. |
-| | _Ease Out_ | Easy out of the outgoing shot, and linear into the incoming. |
-| | _Hard In_ | Easy out of the outgoing, and hard into the incoming. |
-| | _Hard Out_ | Hard out of the outgoing, and easy into the incoming. |
-| | _Linear_ | Linear blend. Mechanical-looking. |
-| | _Custom_ | Custom blend curve. Draw the curve you want. |
-| __Custom Blends__ || The asset that contains custom settings for blends between specific Virtual Cameras in your Scene. |
-| __Create Asset__ || Create an asset containing a [list of custom blends](CinemachineBlending.html) between Virtual Cameras. |
-| __Camera Cut Event__ || This event fires when a Virtual Camera goes live and there is no blend. |
-| __Camera Activated Event__ || This event fires when a Virtual Camera goes live. If a blend is involved, then the event fires on the first frame of the blend. |
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineClearShot.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineClearShot.md
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--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineClearShot.md
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-# Cinemachine Clear Shot Camera
-
-The __Cinemachine ClearShot Camera__ component chooses among its children Virtual Cameras for the best quality shot of the target. Use Clear Shot to set up complex multi-camera coverage of a Scene to guarantee a clear view of the target.
-
-This can be a very powerful tool. Virtual Camera children with [Cinemachine Collider](CinemachineCollider.html) extensions analyze the Scene for target obstructions, optimal target distance, and so on. Clear Shot uses this information to choose the best child to activate.
-
-**Tip:** To use a single [Cinemachine Collider](CinemachineCollider.html) for all Virtual Camera children, add a Cinemachine Collider extension to the ClearShot GameObject instead of each of its Virtual Camera children. This Cinemachine Collider extension applies to all of the children, as if each of them had that Collider as its own extension.
-
-If multiple child cameras have the same shot quality, the Clear Shot camera chooses the one with the highest priority.
-
-You can also define custom blends between the ClearShot children.
-
-## Properties:
-
-| **Property:** | **Function:** |
-|:---|:---|
-| __Look At__ | The default target GameObject that the children Virtual Camera move with. The Clear Shot camera uses this target when the child does not specify this target. May be empty if all of the children define targets of their own. |
-| __Follow__ | The target GameObject to aim the Unity camera at. The Clear Shot camera uses this target when the child does not specify this target. May be empty if all of the children define targets of their own. |
-| __Show Debug Text__ | Check to display a textual summary of the live Virtual Camera and blend in the Game view. |
-| __Activate After__ | Wait this many seconds before activating a new child camera. |
-| __Min Duration__ | An active camera must be active for at least this many seconds, unless a higher-priority camera becomes active. |
-| __Randomize Choice__ | Check to choose a random camera if multiple cameras have equal shot quality. Uncheck to use the order of the child Virtual Cameras and their priorities. |
-| __Default Blend__ | The blend to use when you haven’t explicitly defined a blend between two Virtual Cameras. |
-| __Priority__ | Determine which camera becomes active based on the state of other cameras and this camera. Higher numbers have greater priority. |
-
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineCollider.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineCollider.md
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--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineCollider.md
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-# Cinemachine Collider
-
-__Cinemachine Collider__ is an [extension](CinemachineVirtualCameraExtensions.html) for the Cinemachine Virtual Camera. It post-processes the final position of the Virtual Camera to attempt to preserve the line of sight with the __Look At__ target of the Virtual Camera. It does this by moving away from the GameObjects that obstruct the view.
-
-Add a Cinemachine Collider extension to a Cinemachine Virtual Camera to do any of the following tasks:
-
-* Push the camera away from obstructing obstacles in the Scene.
-
-* Place the camera in front of obstacles that come between the Virtual Camera and its __Look At__ target.
-
-* Evaluate shot quality. __Shot quality__ is a measure of the distance of the Virtual Camera from its ideal position, the distance of the Virtual Camera to its target, and the obstacles that block the view of the target. Other modules use shot quality, including [Clear Shot](CinemachineClearShot.html).
-
-The Collider uses a [Physics Raycaster](https://docs.unity3d.com/Manual/script-PhysicsRaycaster.html). Therefore, Cinemachine Collider requires that potential obstacles have [collider](https://docs.unity3d.com/Manual/CollidersOverview.html) volumes. There is a performance cost for this requirement. If this cost is prohibitive in your game, consider implementing this functionality in a different way.
-
-## Properties:
-
-| **Property:** || **Function:** |
-|:---|:---|:---|
-| __Collide Against__ || Cinemachine Collider considers GameObjects in these layers to be potential obstacles. It ignores GameObjects that are not in the selected layers. |
-| __Minimum Distance From Target__ || Ignore obstacles that are less than this distance from the target's pivot point. |
-| __Avoid Obstacles__ || Check to allow the Collider to move the camera in the Scene when the target is obscured by an obstacle. Use the Distance Limit, Camera Radius, and Strategy properties to adjust how to avoid obstacles. If left unchecked, the Cinemachine Collider will report shot quality based on obstacles, but will not attempt to move the camera to improve the shot. |
-| __Distance Limit__ || The maximum raycast distance when checking if the line of sight to this camera’s target is clear. Enter 0 to use the current actual distance to the target. Available when Avoid Obstacles is checked. |
-| __Camera Radius__ || Distance to maintain from any obstacle. Try to keep this value small for best results. Increase it if you are seeing inside obstacles due to a large FOV on the camera. Available when Avoid Obstacles is checked. |
-| __Strategy__ || The way in which the Collider attempts to preserve sight of the target. Available when Avoid Obstacles is checked. |
-| | _Pull Camera Forward_ | Move the camera forward along its Z axis until it is in front of the obstacle that is nearest to the target. |
-| | _Preserve Camera Height_ | Move the camera to an alternate point of view while attempting to keep the camera at its original height. |
-| | _Preserve Camera Distance_ | Move the camera to an alternate point of view while attempting to keep the camera at its original distance from the target. |
-| | _Smoothing Time_ | Minimum number of seconds to hold the camera at the nearest point to the target. Can be used to reduce excess camera movement in environments with lots of obstacles. Available when Avoid Obstacles is checked. |
-| __Damping__ || How quickly to return the camera to its normal position after an occlusion has gone away. Small numbers make the camera more responsive. Larger numbers make the camera respond more slowly. Available when Avoid Obstacles is checked. |
-| __Damping When Occluded__ || How quickly to move the camera to avoid an obstacle. Small numbers make the camera more responsive. Larger numbers make the camera respond more slowly. Available when Avoid Obstacles is checked. |
-| __Optimal Target Distance__ || If greater than zero, give a higher score to shots when the target is closer to this distance. Set this property to 0 to disable this feature. |
-
-
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineColliderConfiner.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineColliderConfiner.md
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--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineColliderConfiner.md
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-# Avoiding collisions and evaluating shots
-
-As characters and objects move around in a complex Scene, obstacles in the Scene sometimes come between a camera and its target. Similarly, you might need to move a camera to a position in the Scene that another GameObject already occupies. Cinemachine provides extensions to handle these situations:
-
-* [Cinemachine Collider](CinemachineCollider.html)
-* [Cinemachine Confiner](CinemachineConfiner.html)
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineCollisionImpulseSource.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineCollisionImpulseSource.md
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-#Cinemachine Collision Impulse Source
-
-For collision-based impulses, attach a **CinemachineCollisionImpulseSource** component to a GameObject that has a Collider or Collider2D component. **CinemachineCollisionImpulseSource** generates an impulse when something collides with the GameObject or enters a trigger zone.
-
-To add a Collision Impulse Source component:
-
-1. Select the GameObject that you want to trigger impulses, navigate to its Inspector, and click the **Add Component** button.
-
-2. Go to **Scripts > Cinemachine** and select **Cinemachine Collision Impulse Source**.
-
-By default, an Impulse Source affects every [Impulse Listener](CinemachineImpulseListener.md) in range, but you can apply [channel filtering](CinemachineImpulseFiltering.md#ChannelFiltering) to make Impulse Sources affect some Impulse Listeners and not others.
-
-## Properties:
-
-The properties in the Cinemachine Collision Impulse Source Inspector window are divided into the following sections.
-
-- [Impulse Channel](#ImpulseChannel) (A)
-- [Signal Shape](#SignalShape) (B)
-- [Time Envelope](#TimeEnvelope) (C)
-- [Spatial Range](#SpatialRange) (D)
-- [Trigger Object Filter](#TriggerObject) (E)
-- [How to Generate The Impulse](#GenerateImpulse) (F)
-
-
-
-
-
-
-### Impulse Channel
-
-Impulse Listeners filter impulses based on channels to control which Impulse Sources they react to. Channels work like Camera Layers, but are distinct from them. These properties control the channels that the Collision Impulse Source broadcasts impulse signals on. For details, see documentation on [Filtering](CinemachineImpulseFiltering.md).
-
-
-
-| **Property:** | **Function:** |
-| ------------------- | ------------------------------------------------------------ |
-| **Impulse Channel** | Choose one or more channels from the drop-down.
Click **Edit** to modify existing channels or add new ones. |
-
-
-
-### Signal Shape
-
-These properties control the basic characteristics of the raw signal when it is emitted by the Collision Impulse Source.
-
-
-
-| **Property:** | **Function:** |
-| -------------- | ------------------------------------------------------------ |
-| **Raw Signal** | The raw signal form.
Drag a signal Asset onto the signal name to connect the signal to the Collision Impulse Source.
Click the “gear” icon for additional signal options, including options for creating new signals.
See [Raw Vibration Signals](CinemachineImpulseRawSignal.md) for details.|
-|**Amplitude Gain** | Set a value by which to multiply the amplitude of **Raw Signal**. This controls the strength of the vibrations. This is set to 1 by default.
Use values greater than 1 to amplify the signal, 1 for the original signal, values less than 1 and greater than 0 to attenuate the signal, and 0 to mute the signal. |
-|**Frequency Gain**|Set a value by which to multiply the frequency of **Raw Signal**. This controls the speed of the vibrations. This is set to 1 by default.
Use values greater than one to increase the frequency, 1 for the original signal, values less than 1 and greater than 0 to reduce the frequency of the signal. A frequency of 0 holds a single noise value indefinitely, as though time were frozen.|
-|**Randomize**|Enable this to randomize the **Raw Signal’s** start time.
This property is available when the **Raw Signal** is a noise profile Asset. See [Raw Vibration Signals](CinemachineImpulseRawSignal.md) for details.|
-|**Repeat Mode**|Specify whether to loop the **Raw Signal** over the duration of the time envelope, or stretch it to fit the time envelope.
This property is available when the **Raw Signal** is a fixed signal. See [Raw Vibration Signals](CinemachineImpulseRawSignal.md) for details.|
-
-
-
-### Time Envelope
-
-These properties control the duration of the impulse and the intensity of the **Raw Signal** over that duration.
-
-
-
-| Property: | Function: |
-| --------------------- | ------------------------------------------------------------ |
-| **Attack** | Define how the signal reaches full amplitude at the beginning of the waveform. Click the preview pane (grey bar) to set the shape of the curve, and use the numerical field to set the time (in seconds) to reach the full amplitude. Leave the preview pane blank to use a default curve that is suitable for most purposes. |
-| **Sustain Time** | Set the time to maintain the full amplitude of the waveform after the attack. |
-| **Decay** | Define how the signal goes from full amplitude to zero the end of the waveform. Click the preview pane (grey bar) to set the shape of the curve, and use the numerical field to set the time (in seconds) to mute the signal. Leave the preview pane blank to use a default curve that is suitable for most purposes. |
-| **Scale With Impact** | Enable this to apply signal amplitude scaling to **Time Envelope**. If checked, the Cinemachine Collision Impulse Source component scales the time envelope according to the strength of the impact: stronger impacts last longer, and milder impacts have a shorter duration. |
-
-
-
-### Spatial Range
-
-These properties define a zone in the Scene. The impulses from this Impulse Source only affect Impulse Listeners in this zone.
-
-
-
-| Property:|| Function:|
-|--|--|--|
-|**Impact Radius**||Set the radius of the space in the Scene around the impact point where the signal stays at full amplitude. Beyond that the signal strength fades out over the dissipation distance. After that, the strength is zero. In other words, the total effect radius of the signal is **Impact Radius** + **Dissipation Distance**.|
-|**Direction Mode**||Define how the Cinemachine Collision Impulse Source component should apply the direction of the signal as the Impulse Listener moves away from the Impulse Source.|
-||Fixed|Use **Fixed** to use a constant signal direction.|
-||Rotate Toward Source|Use **Rotate Toward Source** to rotate the signal in the direction of the Impulse Source, giving a subtle visual clue about the source’s location. **Rotate Toward Source** has no effect on radially-symmetric signals.|
-|**Dissipation Mode**||Define how the signal dissipates when the listener is outside the **Impact Radius**.|
-||Linear Decay|The signal dissipates evenly over the **Dissipation Distance**.|
-||Soft Decay|The signal dissipates slowly at the beginning of the **Dissipation Distance**, more quickly in the middle, and slowly again as it reaches the end.|
-|| Exponential Decay|The signal dissipates very quickly at the beginning of the **Dissipation Distance**, then more and more slowly as it reaches the end.|
-|**Dissipation Distance**||Set the distance beyond the impact radius over which the signal decays from full strength to nothing.|
-
-
-
-### Trigger Object Filter
-
-These properties filter the GameObjects that trigger an impulse when they collide or enter the trigger zone. GameObjects in layers specified by the **Layer Mask** trigger impulses unless you tag them with the **Ignore Tag** value. For details, see documentation on [Filtering](CinemachineImpulseFiltering.md).
-
-
-
-| Property: | Function: |
-| -------------- | ------------------------------------------------------------ |
-| **Layer Mask** | Rigidbody components in these layers that collide with an Impulse Source or enter the trigger zone cause the Source to broadcast its signal. |
-| **Ignore Tag** | GameObjects with this tag do not generate an impulse, even if they are in a layer specified in **Layer Mask**. |
-
-
-
-### How To Generate The Impulse
-
-An impulse is triggered at a location by an impact mass moving at an impact velocity. Unity dynamically calculates the mass and velocity of the Rigidbody or Rigidbody 2D component that triggers the impulse. The **How To Generate The Impulse** properties control how the mass and velocity of the Rigidbody affect the strength and direction of the signal.
-
-
-
-| Property: | Function: |
-| --------------------------- | ------------------------------------------------------------ |
-| **Use Impact Direction** | Enable this setting to rotate the impulse signal to correspond to the direction of the impact velocity. For example, if the raw signal vibrates vertically but the impact direction is horizontal, you could check this property to make the resulting impulse signal vibrate horizontally.
Disable to use the direction of the raw signal irrespective of the impact direction. |
-| **Scale Impact With Mass** | Enable this setting to increase or decrease the amplitude of the impulse signal based on the mass of the colliding GameObjects. The masses are specified in the Rigidbody or RigidBody2D component of the GameObject that contains the Cinemachine Impulse Source, and of the colliding GameObject.
Disable this setting to use a constant mass of 1. |
-| **Scale Impact With Speed** | Enable this setting to scale the amplitude of the signal based on the speed of the impact. Faster moving GameObjects have a greater momentum, and therefore produce a stronger signal.
Disable this setting to ignore the speed of the colliding GameObject. |
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineConfiner.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineConfiner.md
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-# Cinemachine Confiner
-
-Use the __Cinemachine Confiner__ [extension](CinemachineVirtualCameraExtensions.html) to limit the camera’s position to a volume or area.
-
-Confier operates in 2D or 3D mode. The mode influences the kind of bounding shape it accepts. In 3D mode, the camera’s position in 3D is confined to a volume. This also works for 2D games, but you need to take the depth into account. In 2D mode, you don’t have to worry about depth.
-
-For orthographic cameras, there is an additional option to confine the screen edges, not just the camera point. This ensures that the entire screen area stays within the bounding area.
-
-| **Property:** || **Function:** |
-|:---|:---|:---|
-| __Confine Mode__ || Operate using a 2D bounding area or a 3D bounding volume. |
-| | _Confine 2D_ | Use a Collider2D bounding area. |
-| | _Confine 3D_ | Use a 3D Collider bounding volume. |
-| __Bounding Volume__ || The 3D volume to contain the camera in. This property is available when Confine Mode is set to Confine 3D. |
-| __Bounding Shape 2D__ || The 2D area to contain the camera in. This property is available when Confine Mode is set to Confine 2D. |
-| __Confine Screen Edges__ || Check to confine screen edges to the area when the camera is orthographic. When unchecked, confine only the camera center. Has no effect if camera is in perspective mode. |
-| __Damping__ || How gradually to return the camera to the bounding volume or area if it goes beyond the borders. Higher numbers are more gradual. |
-
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineDocRevisionHistory.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineDocRevisionHistory.md
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-# Document Revision History
-
-| **Date:** | **Reason:** |
-|:---|:---|
-| July 3, 2018 | Updated for 2.2.6. |
-| February 15, 2018 | Updated for 2.1.11. |
-| November 21, 2017 | Initial version. |
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineDolly.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineDolly.md
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-# Using dolly paths
-
-A dolly path is an array of waypoints in a Scene. Use a dolly path to specify a fixed course to position or animate a Virtual Camera. Use the [Tracked Dolly](CinemachineBodyTrackedDolly.html) algorithm to use a dolly path with your Virtual Camera.
-
-
-
-
-
-Cinemachine provides two types of dolly paths:
-
-* [Smooth Path](CinemachineSmoothPath.html): Each waypoint has a position and roll. Cinemachine uses Bezier interpolation between the waypoints. Smooth Path gives you less control over the position of the path but animation along the path is always smooth and continuous. This is the recommended path type.
-
-* [Path](CinemachinePath.html): Each waypoint has a position, tangent, and roll. Use Path for finer control of the track’s position between waypoints. Animating a VIrtual Camera along a Path might cause jerky motion over waypoints when tangents don’t allow a smooth transition to and from the waypoint.
-
-To create a Virtual Camera with a dolly path:
-
-1. In the Unity menu, choose __Cinemachine > Create Dolly Camera with Track__.
A new Virtual Camera and dolly track appears in the [Hierarchy]([https://docs.unity3d.com/Manual/Hierarchy.html](https://docs.unity3d.com/Manual/Hierarchy.html)). By default, the dolly track GameObject is a Smooth Path.
-
-2. In the [Hierarchy]([https://docs.unity3d.com/Manual/Hierarchy.html](https://docs.unity3d.com/Manual/Hierarchy.html)) window, select the new dolly track GameObject.
-
-3. In the [Inspector]([https://docs.unity3d.com/Manual/UsingTheInspector.html](https://docs.unity3d.com/Manual/UsingTheInspector.html)), add and adjust waypoints.
-
-To create a path GameObject:
-
-1. In the Unity menu, choose __GameObject > Create Empty.__
-
-2. [Add the path component](https://docs.unity3d.com/Manual/UsingComponents.html), either __CinemachinePath__ or __CinemachineSmoothPath__
-
-To edit a waypoint in a path:
-
-1. In the [Hierarchy]([https://docs.unity3d.com/Manual/Hierarchy.html](https://docs.unity3d.com/Manual/Hierarchy.html)) window, select the path GameObject.
-
-2. Select a waypoint by either clicking its index number in the [Scene](https://docs.unity3d.com/Manual/UsingTheSceneView.html) view or clicking its number in the __Path Details__ section in the [ Inspector](https://docs.unity3d.com/Manual/UsingTheInspector.html).
-
-3. Edit the waypoint by [manipulating its Gizmo](https://docs.unity3d.com/Manual/PositioningGameObjects.html) in the Scene view or edit its properties in the Inspector.
__Note__: When editing a waypoint for a regular path in the Scene view, the waypoint has two Gizmos: for the position and for the tangent.
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineDollyCart.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineDollyCart.md
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-# Cinemachine Dolly Cart
-
-__Cinemachine Dolly Cart__ is a component that constrains the transform of its GameObject to a __Cinemachine Path__ or __Cinemachine Smooth Path__. Use it to animate a GameObject along a path, or as a __Follow__ target for Virtual Cameras.
-
-## Properties:
-
-| **Property:** || **Function:** |
-|:---|:---|:---
-| __Path__ || The path to follow. |
-| __Update Method__ || When to move the cart when velocity is non-zero. Use __Update__ for normal `MonoBehaviour` updating, __Fixed Update__ for updates in sync with the Physics module, `FixedUpdate()`. |
-| __Position Units__ || The unit of measure for __Position__. |
-| | _Path Units_ | Use waypoints along the path. The value 0 represents the first waypoint on the path, 1 is the second waypoint, and so on. |
-| | _Distance_ | Use distance along the path. The path is sampled according to the Resolution property of the path. Cinemachine creates a distance lookup table, which it stores in an internal cache. |
-| | _Normalized_ | Use the beginning and end of the path. The value 0 represents the beginning of the path, 1 is the end of the path. |
-| __Speed__ || Move the cart with this speed. The value is interpreted according to __Position Units__. |
-| __Position__ || The position along the path to place the cart. This can be animated directly or, if the speed is non-zero, will be updated automatically. The value is interpreted according to __Position Units__. |
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineExternalCamera.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineExternalCamera.md
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-# Cinemachine External Camera
-
-This component will expose a non-cinemachine camera to the cinemachine system, allowing it to participate in blends. Just add it as a component alongside an existing Unity Camera component. You will need to take steps (e.g. disabling the Camera component) to ensure that the Camera does not fight with the main Cinemachine Camera. This component is deprecated in favour of using a normal CinemachineVirtualCamera with Do Nothing in both Aim and Body.
-
-## Properties:
-
-| **Property:** | **Function:** |
-|:---|:---|
-| __Look At__ | The object that the camera is looking at, if defined. This can be empty, but setting this will improve the quality of the blends to and from this camera. |
-| __Blend Hint__ | Hint for blending positions to and from this camera. |
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineFollowZoom.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineFollowZoom.md
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-# Cinemachine Follow Zoom
-
-This [extension](CinemachineVirtualCameraExtensions.html) adjusts the FOV of the lens to keep the target object at a constant size on the screen, regardless of camera and target position.
-
-## Properties:
-
-| **Property:** | **Function:** |
-|:---|:---|
-| __Width__ | The shot width to maintain, in world units, at target distance. The FOV will be adjusted so that an object of this size, at target distance, will fill the screen. |
-| __Damping__ | Increase this value to soften the responsiveness of the follow-zoom. Small numbers make the camera more responsive. Larger numbers make the camera respond more slowly. |
-| __Min FOV__ | Lower limit for the FOV that this behavior generates. |
-| __Max FOV__ | Upper limit for the FOV that this behavior generates. |
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineFreeLook.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineFreeLook.md
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-# Cinemachine Free Look Camera
-
-The __Cinemachine Free Look Camera__ component provides a third-person camera experience. This Cinemachine Virtual Camera orbits around its subject along a position specified by three separate camera rigs: __Top__, __Middle__, and __Bottom__.
-
-
-
-Each rig defines a ring around the target, with its own radius, height offset, composer, lens properties, and Noise settings. These are the same as the [properties for a regular Virtual Camera](CinemachineVirtualCamera.html).
-
-Cinemachine Free Look Camera also defines a spline that connects the rigs. The spline defines the camera’s position when blending between the rigs.
-
-
-
-Free Look uses player input along the x and y axes. The x axis controls the orbital position along the __Top__, __Middle__, or __Bottom__ horizontal orbits, like the [Orbital Transposer](CinemachineBodyOrbitalTransposer.html). The y-axis controls the vertical position, using the spline to determine the position between rigs.
-
-## Properties:
-
-| **Property:** || **Function:** |
-|:---|:---|:---|
-| __Solo__ || Toggles whether or not the Virtual Camera is temporarily live. Use this property to get immediate visual feedback in the [Game view](https://docs.unity3d.com/Manual/GameView.html) to adjust the Virtual Camera. |
-| __Game Window Guides__ || Toggles the visibility of compositional guides in the Game view. These guides are available when Look At specifies a GameObject and the Aim section uses Composer or Group Composer, or when Follow specifies a target and the Body section uses Framing Composer. This property applies to all Virtual Cameras. |
-| __Save During Play__ || Check to [apply the changes while in Play mode](CinemachineSavingDuringPlay.html). Use this feature to fine-tune a Virtual Camera without having to remember which properties to copy and paste. This property applies to all Virtual Cameras. |
-| __Priority__ || The importance of this Virtual Camera for choosing the next shot. A higher value indicates a higher priority. Cinemachine Brain chooses the next live Virtual Camera from all Virtual Cameras that are activated and have the same or higher priority as the current live Virtual Camera. This property has no effect when using a Virtual Camera with Timeline. |
-| __Follow__ || The target GameObject to move with. The [Body properties](CinemachineVirtualCameraBody.html) use this target to update the position of the Unity camera. |
-| __Look At__ || The target GameObject to aim at. The [Aim properties](CinemachineVirtualCameraAim.html) use this target to update the rotation of the Unity camera. This property is normally the same as the Follow target. |
-| __Common Lens__ || Check to apply a common lens setting to all three child rigs. Uncheck to use separate lens settings for each child rig. |
-| __Lens__ || If Common Lens is checked, these lens settings apply to all three rigs. These properties mirror their counterparts in the property settings for the [Unity camera](https://docs.unity3d.com/Manual/class-Camera.html). |
-| | _Field Of View_ | This is the camera view in vertical degrees. For example, to specify the equivalent of a 50mm lens on a Super 35 sensor, enter a Field of View of 19.6 degrees. This property is available when the Unity camera with the Cinemachine Brain component uses a Projection of Perspective. |
-| | _Orthographic Size_ | When using an orthographic camera, this defines the half-height, in world coordinates, of the camera view. This property is available when the Unity camera with the Cinemachine Brain component uses a Projection of Orthographic. |
-| | _Near Clip Plane_ | The closest point relative to the camera where drawing occurs. |
-| | _Far Clip Plane_ | The furthest point relative to the camera where drawing occurs. |
-| | _Dutch_ | Dutch angle. Tilts the Unity camera on the Z axis, in degrees. This property is unique to the Virtual Camera; there is no counterpart property in the Unity camera. |
-| __Transitions__ || |
-| | _Blend Hint_ | How to blend to and from the Free Look camera. Use None for default linear interpolation of position and aim. Use Spherical Position to blend spherically about the Look At position, linearly blending between Look At targets. Use Cylindrical Position to blend in a cylindrical path around the Look At target and interpolate linearly on the vertical axis. Use Screen Space Aim When Targets Differ for a standard linear position blend, with screen-space angular blend between differing Look At targets. |
-| | _Inherit Position_ | When this virtual camera goes Live, attempt to force the position to be the same as the current position of the Unity Camera, allowing the virtual camera to apply its damping to accomplish the blend |
-| | _Camera Activated_ | This event is invoked when the Virtual Camera becomes live. Attach custom handlers here if you need them. |
-| __Y Axis, X Axis__ || The vertical and horizontal axes for blending between rigs. For Y Axis the Value range is 0 to 1 and represents the blend position between the Top, Middle, and Bottom rigs. The value 0.5 represents the middle rig. For X Axis, the Value is the angular deviation (in degrees) of the camera from directly behind the target. |
-| | _Max Speed_ | The maximum speed of this axis in units/second. |
-| | _Accel Time_ | The amount of time in seconds to accelerate to Max Speed. |
-| | _Decel Time_ | The amount of time in seconds to decelerate to zero. |
-| | _Input Axis Name_ | The name of this axis as specified in Unity Input manager. Setting to an empty string disables the automatic updating of the axis. |
-| | _Input Axis Value_ | The value of the input axis. A value of 0 means no input. To drive this directly, use a custom input system. Or you set the Axis Name to control the value with the Unity Input Manager. |
-| | _Invert_ | Check to invert the raw value of the input axis. |
-| __Y Axis Recentering__ || Controls the automatic recentering on the y axis. |
-| | _Enabled_ | Check to enable automatic recentering. |
-| | _Wait Time_ | When no user input has been detected on the axis, the camera waits this long in seconds before recentering. |
-| | _Recentering Time_ | Maximum angular speed of recentering. Accelerates into and decelerates out of the centered position. |
-| __Orbits__ || Properties for defining the Top, Middle, and Bottom rigs. |
-| __Binding Mode__ || The coordinate space to use to interpret the offset from the target. Also sets the up vector. Cinemachine keeps the camera oriented in the up direction while aiming. These modes do incredibly different things, so try them out and one should work well for whatever your requirements are. |
-| | _Lock To Target On Assign_ | The target’s local frame at the moment when the Virtual Camera was activated, or when the target was assigned. |
-| | _Lock To Target With World Up_ | The target’s local frame, with the tilt and roll reset to zero. |
-| | _Lock To Target No Roll_ | The target’s local frame, with the roll reset to zero. |
-| | _Lock To Target_ | The target’s local frame. |
-| | _World Space_ | World space offset. |
-| | _Simple Follow With World Up_ | Relative to the target, using camera-local axes. |
-| __Spline Curvature__ || The tautness of the line that connects the rigs’ orbits. This line determines the final placement on the y axis. |
-| __Height, Radius__ || The radius and height of the Top, Middle, and Bottom rigs relative to the Follow target. |
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineGettingStarted.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineGettingStarted.md
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--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineGettingStarted.md
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-# Getting started
-
-Follow the steps in this section to install Cinemachine in your project. Get started quickly with a few Virtual Cameras, then gradually add more sophisticated features as needed.
-
-## Installing Cinemachine
-
-Cinemachine is a free package, available for any project. You install Cinemachine like [any other package](https://docs.unity3d.com/Packages/com.unity.package-manager-ui@latest/index.html).
-
-After you install Cinemachine, a new *Cinemachine* folder appears in the Gizmos folder of your Project window, and a new __Cinemachine__ menu is available.
-
-
-
-## Upgrading from the Cinemachine Asset Package
-
-If you already installed Cinemachine from the Unity Asset Store, you can upgrade to the Cinemachine Package.
-
-To upgrade to the Cinemachine Package:
-
-1. In Unity Editor, 2018.1 or later, open your project.
-
-2. Save the current Scene you are working on.
-
-3. Create a new, empty Scene.
-
-4. In the [Project window](https://docs.unity3d.com/Manual/ProjectView.html), delete the Cinemachine Asset and any CinemachinePostProcessing adaptor assets you may have installed.
-
-5. Install the Cinemachine package.
-
-## Learning more about Cinemachine
-
-Use the [Unity Tutorials](https://unity3d.com/learn/tutorials/s/animation) to see demonstrations for setting up and using Cinemachine.
-
-Experiment with the example Assets. In the Unity menu, choose __Cinemachine > Import Example Asset Package__ to import these Assets.
-
-Discuss your Cinemachine challenges and ideas in the [Cinemachine community forum](https://forum.unity.com/forums/cinemachine.136) and in the [Answers page](https://answers.unity.com/search.html?sort=relevance&q=cinemachine).
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineImpulse.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineImpulse.md
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-# Impulse
-
-Cinemachine Impulse generates and manages camera shake in response to game events. For example, you can use Impulse to make a Cinemachine Virtual Camera shake when one GameObject collides with another, or when something in your Scene explodes.
-
-Impulse has three parts:
-
-- **[Raw vibration signal](CinemachineImpulseRawSignal.md):** a vibration curve in up to 6 dimensions: X, Y, Z, pitch, roll, yaw.
-
-- **[Impulse Source](CinemachineImpulseSourceOverview.md):** a component that emits the raw vibration signal from a point in Scene space, and defines signal characteristics such as duration, intensity, and range.
-
-- **[Impulse Listener](CinemachineImpulseListener.md):** a Cinemachine extension that allows a Virtual Camera to “hear” an impulse, and react to it by shaking.
-
-It’s useful to think about this in terms of individual “impulses.” An impulse is a single occurrence of an Impulse Source emitting a raw vibration signal. Collisions and events in your Scenes _trigger_ impulses, Impulse Sources _generate_ impulses, and Impulse Listeners _react_ to impulses.
-
-## Getting started with Impulse
-
-To set up and use Impulse in a Scene, do the following:
-
-- Add **[Cinemachine Impulse Source](CinemachineImpulseSource.md)** or **[Cinemachine Collision Impulse Source](CinemachineCollisionImpulseSource.md)** components to one or more GameObjects that you want to trigger camera shake.
-
-- Connect Raw Signals to the Impulse Sources. These can be **[6D Noise Profiles](CinemachineImpulseNoiseProfiles.md)**, **[3D Fixed Signals](CinemachineImpulseFixedSignals.md)**, or custom signal types that you create yourself.
-
-- Add a **[Cinemachine Impulse Listener](CinemachineImpulseListener.md)** extension to one or more Cinemachine virtual cameras so they can detect and react to impulses.
\ No newline at end of file
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineImpulseFiltering.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineImpulseFiltering.md
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-# Filtering impulses
-
-Filtering lets you fine-tune how and when an Impulse Source generates impulses. Cinemachine Impulse allows two types of filtering:
-
-- Use channel filtering to set things up so that an Impulse Listener reacts to certain Impulse Sources and ignores others. See [Filtering with channels](#ChannelFiltering) below for details.
-
-- Use Trigger Object Filtering with Collision Impulse Sources to set things up so that only certain GameObjects trigger an impulse. See [Filtering with layers and tags](#TriggerObjectFiltering) for details.
-
-
-## Filtering with channels
-
-By default, every Impulse Listener reacts to every Impulse Source within range. Channels allow you to more precisely control which Impulse Sources an Impulse Listener reacts to. To set up channel filtering, you need to do three things:
-
-- Set up your channels
-- Set your Impulse Sources to broadcast on one or more channels
-- Set your Impulse Listeners to listen to one or more channels
-
-When an Impulse Listener is listening to specific channels, it only reacts to Impulse Sources that broadcast on those channels.
-
-### Adding channels
-
-The **CinemachineImpulseChannels** script creates channels in your Scene. It has one channel by default, and you can add as many new channels as you need, up to a maximum of 31.
-
-To add new channels:
-
-1. Inspect the **CinemachineImpulseChannels** script by doing one of the following:
-
- - In the Cinemachine Impulse Listener inspector, navigate to the **Channel Mask** drop-down and click the **Edit** button next to it.
-
- - In the Cinemachine Impulse Source or Cinemachine Collision Impulse Source inspector, navigate to the **Impulse Channel** drop-down and click the **Edit** button next to it.
-
-2. Expand the **Impulse Channels** property group and set the **Size** property to the number of channels you want. A new entry appears for each channel.
-
-3. Rename your new channels.
-
- 
-
- Channels are available from the channel drop-down in the Inspector as soon as you add them.
-
-### Setting listen / broadcast channels
-
-After setting up your channels, you need to define how your Impulse Listeners and Impulse Sources use them.
-
-- Inspect each Impulse Listener, and choose the channels you want it to listen to from the **Channel Mask** drop-down.
-
- 
-
-- Inspect each Impulse Source or Collision Impulse Source, and choose the channels you want it to broadcast on from the **Impulse Channel** drop-down.
-
- 
-
- You can select multiple filters from the drop down. You can also choose **Everything** to use all filters, or **Nothing** to use none of them.
-
-
-## Filtering with layers and tags
-
-You can use Unity’s [Layers](https://docs.unity3d.com/Manual/Layers.html) and [Tags]() to specify which GameObjects trigger an impulse when they collide with a Collision Impulse Source, or enter a trigger zone. This is called **Trigger Object Filtering**.
-
-The Cinemachine Collision Impulse Source component has two **Trigger Object Filter** properties:
-
-- The **Layer Mask** drop-down lists all of the Scene’s layers. When you select one or more layers, GameObjects in those layers trigger impulses when they collide with the Impulse Source. The Impulse Source ignores collisions with GameObjects on other layers.
-
-- The **Ignore Tag** drop-down lists all of the Scene’s tags. When you select a tag, GameObjects with that tag do not trigger impulses when they collide with the Impulse Source, even if they are in a layer specified in Layer Mask.
-
-For example, in a Scene where a large animal is lumbering through a forest, you might want the camera to shake when it collides with large trees, but not small saplings.
-
-One way to set that up would be to make the animal a Collision Impulse Source, put all of the large trees on their own layer, and select that as the Layer Mask.
-
-If all of the trees, large ones and saplings alike, are already on the same layer, you could assign a special tag to the saplings, and use the **Ignore Tag** property to filter them out.
\ No newline at end of file
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineImpulseFixedSignals.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineImpulseFixedSignals.md
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--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineImpulseFixedSignals.md
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-# Using Fixed Signals
-
-The **CinemachineFixedSignal** Asset class is a simple 3D curve definition that lets you draw the curves yourself. Cinemachine Impulse either stretches or loops the curve to fit it in the attack-sustain-decay envelope, according to your specification in the Impulse Source.
-
-## Connecting a fixed signal to an Impulse Source
-
-To connect a fixed signal Asset to an Impulse Source, locate it in the Project view and drag it onto the **Raw Signal** field in the Impulse Source Inspector.
-
-## Creating a new fixed signal
-
-To create a new fixed signal Asset:
-
-1. In the Impulse Source Inspector, click the gear icon next to the **Raw Signal** field and choose **New Fixed Signal**.
-
-2. When prompted, give the new Asset a name and choose a location to save it to.
-
-3. Locate the new Asset in the Project view and select it to open the Fixed Signal Inspector.
-
- 
-
- The Inspector displays a preview of the curve for each axis. Click a preview pane to define your own curve for that axis. If you leave it blank, there is no movement along that axis.
-
-4. Click a preview curve to open the Curve editor, where you can edit the curve for that axis.
-
- 
-
-5. Click one of the thumbnails at the bottom of the window to apply a curve preset. You can then edit the curve:
-
- - Drag the control points and Bezier handles to change the shape of the curve.
- - Click the gear icon next to the preset thumbnails to open the **Presets** window, where you can click **New** to add your current curve to the curve presets library.
\ No newline at end of file
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineImpulseListener.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineImpulseListener.md
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-#Cinemachine Impulse Listener
-
-Impulse [signals](CinemachineImpulseRawSignal.md) and [sources](CinemachineImpulseSourceOverview.md) don’t do anything on their own. An **Impulse Listener** is a Cinemachine extension that allows a virtual camera to “hear” impulse vibration signals and react to them.
-
-When you add an **Impulse Listener** extension to a virtual camera, it makes the camera shake in response to the signals emitted from Impulse Sources. In the simplest case, the Impulse Listener applies the signal verbatim to the camera’s Transform, causing it to shake.
-
-In the image below, the figure’s feet are Impulse Sources. When they collide with the floor (A) they generate impulses. The camera is an Impulse Listener and reacts to the impulses by shaking (B), which shakes the resulting image in the Game view (C).
-
-
-
-To add an Impulse Listener to a Cinemachine virtual camera:
-
-1. Select the virtual camera, navigate to the Inspector window and expand the **Cinemachine Virtual Camera** script.
-
-2. Go to **Extensions > Add Extension**, and select **CinemachineImpulseListener**.
-
-
-
-In the real world, some cameras are mounted less rigidly than others, and tend to shake more as a result. The Impulse Listener’s **Gain** property emulates this behavior by amplifying or attenuating impulse vibration signals. Higher values cause the camera to shake more.
-
->**TIP:** You can create your own Impulse Listener to interpret vibration signals any way you like.
-
-By default, an Impulse Listener reacts to every Impulse Source in range, but you can apply [channel filtering](CinemachineImpulseFiltering.md#ChannelFiltering) to make a Listener react to some some Sources and ignore others.
-
-##Properties:
-
-| Property: | Function: |
-| ------------------- | ------------------------------------------------------------ |
-| **Channel Mask** | Specify the Impulse channels to react to. For details, see [Filtering with channels](CinemachineImpulseFiltering.md#ChannelFiltering). |
-| **Gain** | Amplify or attenuate the impulse signal. This property enables you to configure different Impulse Listeners to react differently to the same impulse signal. |
-| **Use 2D Distance** | Enable this setting to ignore the z axis when calculating camera distance from the Impulse Source. Use this property for 2D games. |
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineImpulseNoiseProfiles.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineImpulseNoiseProfiles.md
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-# Using Noise Profiles
-
-Cinemachine uses a **[Noise Profile](CinemachineNoiseProfiles.md)** Asset to generate Basic Multi-Channel Perlin noise for Cinemachine Virtual Cameras. You can use the same Asset to create a procedural raw signal for Impulse.
-
-The **Noise Profile** Asset allows you to add noise in up to six dimensions: three rotational axes and three positional axes. Typical camera noise profiles use only rotational noise, but for Impulse you often want positional noise as well.
-
-Cinemachine ships with several **Noise Profile** presets, which you can use as they are, or clone and customize. **6D Shake** is a good all-around profile that you can use for a wide variety of situations.
-
-## Connecting a noise profile to an Impulse Source
-
-To connect a noise profile Asset to an Impulse Source or a Collision Impulse Source, do one of the following:
-
-- In the Impulse Source Inspector, click the gear icon next to the **Raw Signal** field and choose a preset from the **Presets** section of the menu.
-
-- In the Project view, locate the noise profile you want to connect and drag it onto the **Raw Signal** field in the Impulse Source Inspector.
-
-## Creating a new noise profile
-
-You can create your own noise profiles from scratch in the Noise Profile Inspector; however, you might find it easier to clone an existing preset and edit it.
-
-To create a new noise profile Asset:
-
-1. In the Impulse Source Inspector, click the gear icon next to the **Raw Signal** field and choose **New Noise Settings**.
-
-2. When prompted, give the new Asset a name and choose a location to save it to.
-
-3. Locate the new Asset in the Project view and select it to open the Noise Profile Inspector.
-
- 
-
- The Inspector displays a compound waveform for rotational noise and positional noise. You can expand any rotational or positional axis to view and edit its waveforms individually.
-
- For details about creating custom noise profiles, see [Working with noise profiles](CinemachineNoiseProfiles.md)
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineImpulseRawSignal.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineImpulseRawSignal.md
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-# Raw Vibration Signals
-
-Raw vibration signals are curves that vibrate as a function of time. Cinemachine provides two types of raw signal Asset:
-
-- A 6D (x, y, z, pitch, roll, and yaw) noise profile. See [Using Noise Pofiles](CinemachineImpulseNoiseProfiles.md) for details.
-
-- A 3D Fixed Signal. See [Using Fixed Signals](CinemachineImpulseFixedSignals.md) for details.
-
-Usually these raw signals are Assets in the Project.
-
-In the Impulse Source Inspector window, use the **Raw Signal** field to see which signal is connected to the Impulse Source. The Settings menu (indicated with a gear icon) next to the field provides options for working with raw signals:
-
-
-
-- **Edit** opens the signal in either the Noise Profile Inspector or the Fixed Signal Inspector.
-- **Clone** duplicates the signal Asset. This is useful when you want to use a preset or an existing Asset as a base for a new signal.
-- **Locate** finds the signal in the Project view.
-- **Presets** provides a menu of preset Noise Profile Assets.
-- **New Noise Settings** creates a new Noise Profile Asset from scratch. See [Creating a new noise profile](CinemachineImpulseNoiseProfiles.md#CreateNoiseProfile) for details.
-- **New Fixed Signal** creates a new Fixed Signal Asset from scratch. See [Creating a new fixed signal](CinemachineImpulseFixedSignals.md#CreateFixedSignal) for details.
-
-
-## Creating Custom Signals
-
-You can create your own custom signals. If you derive them from the **[CinemachineSignalSource](../api/Cinemachine.SignalSourceAsset.html)** base class, they appear automatically in the Inspector menu alongside the built-in ones.
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineImpulseSource.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineImpulseSource.md
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-# Cinemachine Impulse Source
-
-Use the **Cinemachine Impulse Source** component to generate impulses on events that are not collisions or Collider triggers. This is a generic Impulse Source that exposes a family of `GenerateImpulse()` API methods. These methods generate impulses at the specified locations and with the specified velocities and strengths. Call these methods directly from your game logic, or use them with [UnityEvents](https://docs.unity3d.com/Manual/UnityEvents.html).
-
->**TIP:** You can use the script for this component as an example to reference when creating your own custom impulse-generating classes.
-
-To add a Cinemachine Impulse Source to your Scene:
-
-1. Select the GameObject that you want to trigger camera shake, navigate to its Inspector, and click the **Add Component** button.
-
-2. Go to **Scripts > Cinemachine**, and select **Cinemachine Impulse Source**.
-
-By default, an Impulse Source affects every [Impulse Listener](CinemachineImpulseListener.md) in range, but you can apply [channel filtering](CinemachineImpulseFiltering.md#ChannelFiltering) to make Impulse Sources affect some Impulse Listeners and not others.
-
-##Properties:
-
-The properties in the Cinemachine Impulse Source Inspector window are divided into the following sections.
-
-- [Impulse Channel](#ImpulseChannel) (A)
-- [Signal Shape](#SignalShape) (B)
-- [Time Envelope](#TimeEnvelope) (C)
-- [Spatial Range](#SpatialRange) (D)
-
-
-
-
-### Impulse Channel
-
-Impulse Listeners filter impulses based on channels to control which Impulse Sources they react to. Channels work like Camera Layers, but are distinct from them. These properties control the channels that the Impulse Source broadcasts impulse signals on. For details, see documentation on [Filtering](CinemachineImpulseFiltering.md).
-
-
-
-| **Property:** | **Function:** |
-| ------------------- | ------------------------------------------------------------ |
-| **Impulse Channel** | Choose one or more channels from the drop-down.
Click **Edit** to modify existing channels or add new ones. |
-
-
-### Signal Shape
-
-These properties control the basic characteristics of the raw signal when it is emitted by the Impulse Source.
-
-
-
-| **Property:** | **Function:** |
-| -------------- | ------------------------------------------------------------ |
-| **Raw Signal** | The raw signal form.
Drag a signal Asset onto the signal name to connect the signal to the Impulse Source.
Click the “gear” icon for additional signal options, including options for creating new signals.
See [Raw Vibration Signals](CinemachineImpulseRawSignal.md) for details. |
-|**Amplitude Gain** | Set a value by which to multiply the amplitude of **Raw Signal**. This controls the strength of the vibrations. This is set to 1 by default.
Use values greater than 1 to amplify the signal, 1 for the original signal, values less than 1 and greater than 0 to attenuate the signal, and 0 to mute the signal. |
-|**Frequency Gain**|Set a value by which to multiply the frequency of **Raw Signal**. This controls the speed of the vibrations. This is set to 1 by default.
Use values greater than one to increase the frequency, 1 for the original signal, values less than 1 and greater than 0 to reduce the frequency of the signal. A frequency of 0 holds a single noise value indefinitely, as though time were frozen.|
-|**Randomize**|Enable this to randomize the **Raw Signal’s** start time.
This property is available when the **Raw Signal** is a noise profile Asset. See [Raw Vibration Signals](CinemachineImpulseRawSignal.md) for details.|
-|**Repeat Mode**|Specify whether to loop the **Raw Signal** over the duration of the time envelope, or stretch it to fit the time envelope.
This property is available when the **Raw Signal** is a fixed signal. See [Raw Vibration Signals](CinemachineImpulseRawSignal.md) for details.|
-
-
-### Time Envelope
-
-These properties control the duration of the impulse and the intensity of the **Raw Signal** over that duration.
-
-
-
-| Property: | Function: |
-| --------------------- | ------------------------------------------------------------ |
-| **Attack** | Define how the signal reaches full amplitude at the beginning of the waveform. Click the preview pane (grey bar) to set the shape of the curve, and use the numerical field to set the time (in seconds) to reach the full amplitude. Leave the preview pane blank to use a default curve that is suitable for most purposes. |
-| **Sustain Time** | Set the time to maintain the full amplitude of the waveform after the attack. |
-| **Decay** | Define how the signal goes from full amplitude to zero the end of the waveform. Click the preview pane (grey bar) to set the shape of the curve, and use the numerical field to set the time (in seconds) to mute the signal. Leave the preview pane blank to use a default curve that is suitable for most purposes. |
-| **Scale With Impact** | Enable this to apply signal amplitude scaling to **Time Envelope**. If checked, the Cinemachine Impulse Source component scales the time envelope according to the strength of the impact: stronger impacts last longer, and milder impacts have a shorter duration. |
-
-
-
-### Spatial Range
-
-These properties define a zone in the Scene. The impulses from this Impulse Source only affect Impulse Listeners in this zone.
-
-
-
-| Property:|| Function:|
-|--|--|--|
-|**Impact Radius**||Set the radius of the space in the Scene around the impact point where the signal stays at full amplitude. Beyond that the signal strength fades out over the dissipation distance. After that, the strength is zero. In other words, the total effect radius of the signal is **Impact Radius** + **Dissipation Distance**.|
-|**Direction Mode**||Define how the Cinemachine Impulse Source component should apply the direction of the signal as the Impulse Listener moves away from the Impulse Source.|
-||Fixed|Use **Fixed** to use a constant signal direction.|
-||Rotate Toward Source|Use **Rotate Toward Source** to rotate the signal in the direction of the Impulse Source, giving a subtle visual clue about the source’s location. **Rotate Toward Source** has no effect on radially-symmetric signals.|
-|**Dissipation Mode**||Define how the signal dissipates when the listener is outside the **Impact Radius**.|
-||Linear Decay|The signal dissipates evenly over the **Dissipation Distance**.|
-||Soft Decay|The signal dissipates slowly at the beginning of the **Dissipation Distance**, more quickly in the middle, and slowly again as it reaches the end.|
-|| Exponential Decay|The signal dissipates very quickly at the beginning of the **Dissipation Distance**, then more and more slowly as it reaches the end.|
-|**Dissipation Distance**||Set the distance beyond the impact radius over which the signal decays from full strength to nothing.|
\ No newline at end of file
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineImpulseSourceOverview.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineImpulseSourceOverview.md
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-# Cinemachine Impulse Sources
-
-An Impulse Source is a component that emits a vibration signal from a point in Scene space. Game events can cause an Impulse Source to emit a signal from the place where the event occurs. The event _triggers_ impulses, and the source _generates_ impulses. Virtual cameras with an Impulse Listener extension _react_ to impulses by shaking.
-
-In the image below, the figure's feet are Impulse Sources. When they collide with the floor (A) they generate impulses. The camera is an Impulse Listener and reacts to the impulses by shaking (B), which shakes the resulting image in the game view (C).
-
-
-
-Cinemachine ships with two types of Impulse Source component.
-
-- **[Cinemachine Collision Impulse Source](CinemachineCollisionImpulseSource.md)** generates impulses in reaction to collisions and trigger zones.
-
-- **[Cinemachine Impulse Source](CinemachineImpulseSource.md)** generates impulses in reaction to events other than collisions.
-
-Your Scene can have as many Impulse Sources as you want. Here are a few examples of where you might use Impulse Source components in a Scene:
-
-- On each of a giant’s feet, so that the ground shakes when the giant walks.
-
-- On a projectile that explodes when it hits a target.
-
-- On the surface of a gelatin planet that wobbles when something touches it.
-
-By default, an Impulse Source affects every [Impulse Listener](CinemachineImpulseListener.md) in range, but you can apply [channel filtering](CinemachineImpulseFiltering.md#ChannelFiltering) to make Sources affect some Listeners and not others.
-
-## Key Impulse Source properties
-
-While the raw vibration signal defines the basic “shape” of the camera shake, the Impulse Source controls several other important properties that define the impulses it generates.
-
-Understanding some of these properties in detail can help you create more realistic camera shake setups.
-
-Below you'll find detailed descriptions of the following key properties:
-
-- **[Amplitude](#Amplitude):** controls the strength of the vibration.
-
-- **[Orientation and direction](#Orientation):** Impulse can transform the signal so that the vibrations are consistent with the direction of the impact that produces them.
-
-- **[Time envelope](#TimeEnvelope):** controls the signal’s attack, sustain, and decay so that the signal fades in and out to the appropriate intensity and has a finite duration.
-
-- **[Spatial range](#SpatialRange):** controls how far the signal travels in the Scene before it fades out completely
-
-For descriptions of all Impulse Source properties, as well as instructions for adding Impulse Sources to your scene, see documentation on the [Impulse Source](CinemachineImpulseSource.md) and [Collision Impulse Source](CinemachineCollisionImpulseSource.md) components.
-
-
-### Amplitude
-
-The amplitude of the raw impulse signal controls the strength of the vibration for each impact. There are two ways to adjust the amplitude for a given Impulse Source.
-
-The **Amplitude Gain** property amplifies or attenuates the raw impulse signal. It affects all impacts, all the time. Think of it as a global “volume” setting for turning the strength of an Impulse Source’s vibrations up or down.
-
-Changing the magnitude of the **Velocity** vector when generating the signal also scales the signal amplitude, but the effect is per-impact rather than global. By adjusting the velocity of individual Impulse events, you can set things up so that light impacts make smaller vibrations, and heavy impacts make bigger ones.
-
-- For the **Cinemachine Impulse Source** component you must set the velocity vector yourself via a script. The signal’s amplitude scales by the magnitude of this vector.
-
-- The **Cinemachine Collision Impulse Source** component calculates the velocity vector automatically according to rules defined by the three properties in the **[How To Generate The Impulse](CinemachineCollisionImpulseSource.md#GenerateImpulse)** section.
-
-These global and per-impact adjustments are multiplied to calculate the actual amplitude of each impact.
-
-
-
-### Orientation and Direction
-
-To create realistic vibrations, an impulse signal should be strongest along the axis of impact, and its amplitude (or strength) should be proportional to the force of the impact. For example, if you strike a wall with a hammer, the wall vibrates primarily along the axis of the hammer’s path. For the hammer’s impulse signal to be realistic, it should have the most vibration along that axis.
-
-In the image below, the main axis for vibration (A) matches the direction the hammer is traveling when it hits the wall (B).
-
-
-
-Rather than requiring separate signal definitions for every possible impact direction and strength, Impulse uses the concept of a “local space” for defining the raw signal. You can rotate and scale the raw signal in its local space to produce a “final” signal that matches the actual impact.
-
-Impulse assumes that the main direction for an impact is “down,” so as a general rule, your signals should put more vibration along the Y axis (the 6D shake noise preset does this). You can then rely on local-space rotation and scaling to produce the correct vibrations for each impact occurrence.
-
-#### Controlling orientation and direction
-
-The **Cinemachine Impulse Source** and **Cinemachine Collision Impulse Source** components have properties that control the orientation of the raw signal. Use these properties to mimic real-world vibration.
-
-- For the **Cinemachine Impulse Source** component, the [GenerateImpulse()](../api/Cinemachine.CinemachineImpulseSource.html#Cinemachine_CinemachineImpulseSource_GenerateImpulse_) method takes a velocity vector as a parameter. This vector defines the direction and strength of the impact. The Impulse system uses this to calculate the final signal based on the Raw signal definition, rotating and scaling it appropriately.
-
-- For the **Cinemachine Collision Impulse Source** component, the velocity vector is generated automatically based on the directions and masses of the GameObjects involved.
-
- To control how this is done, use the properties in the **[How To Generate The Impulse](CinemachineCollisionImpulseSource.md#GenerateImpulse)** section of the Inspector window. The **Use Impact Direction** property controls whether the signal is rotated to correspond to the impact direction.
-
-#### Direction mode
-
-The **[Spatial Range](CinemachineImpulseSource.md#SpatialRange) > Direction Mode** property allows you to add a subtle tweak to the signal orientation. When you set it to **Rotate Towards Source**, the impulse signal is further rotated so that vibrations point a little more prominently in the direction of the Impulse Source.
-
-The effect isn’t noticeable for radially symmetric vibrations, but for signals that emphasize a direction, like 6D shake, it gives a subconscious indication of where the vibration is coming from. This can be quite effective when you generate impacts in multiple locations and you don't want them to all feel the same.
-
-The default **Direction Mode** setting of **Fixed** turns the effect off.
-
-
-
-### Time envelope
-
-Vibrations from a real-world impact get stronger until they reach their peak strength, then weaken until the vibration stops. How long this cycle takes depends on the strength of the impact, and the characteristics of the GameObjects involved.
-
-For instance, striking a concrete wall with a hammer produces a short, sharp impact. The vibrations reach their peak strength almost instantly and stop almost instantly. Striking a large sheet of thin metal, on the other hand, produces sustained vibration, which starts suddenly, stays at peak intensity for a while, and gradually softens.
-
-Use an Impulse Source’s **[Time Envelope](CinemachineImpulseSource.md#TimeEnvelope)** properties to control this cycle when impacts in the Scene shake the camera. The time envelope has three properties:
-
-- **Attack** controls the Impulse signal’s transition to peak intensity.
-- **Sustain Time** specifies how long the signal stays at peak intensity.
-- **Decay** controls the signal’s transition from peak intensity to zero.
-
-Both **Attack** and **Decay** consist of a duration value that specifies how long the transition takes, and a curve that defines how it happens (for example, whether it happens gradually or suddenly). The curves are optional; if you leave them blank in the Inspector window, Impulse uses its default curves, which are suitable for most purposes. **Sustain Time** is a duration value only.
-
-Taken together, these properties control how long vibrations from an impact occurrence last, and how they fade in and fade out. However, they don’t account for the strength of the impact. To do that, enable the **Scale with Impact** property. When it’s enabled, the time envelope scales according the strength of an impact. Stronger impacts make the envelope longer, and weaker ones make it shorter. This does not affect the envelope’s proportions.
-
-
-### Spatial Range
-
-An Impulse Source’s **[Spatial Range](CinemachineImpulseSource.md#SpatialRange)** properties define the zone in the Scene that the Impulse Source affects. Impulse Listeners in this zone react to the Impulse source (unless they are [filtered out](CinemachineImpulseFiltering.md)), while Listeners outside of it do not.
-
-The zone consists of two parts: the **Impact Radius** and the **Dissipation Distance**. When the Impulse Source generates an impulse, the vibration signal stays at full strength until it reaches the end of the **Impact Radius**. Its strength then fades to zero over the **Dissipation Distance**. Together, these two properties define the signal’s total range.
-
-In the image below, the vibration signal stays at full strength from the time it’s emitted from impact point until it reaches the Impact Radius (A), then fades out over the Dissipation Distance (B).
-
-
-
-The **Dissipation Mode** property controls _how_ the signal fades out over the **Dissipation Distance**.
-
-* **Exponential Decay** creates a fade-out that starts fast and slows down as it nears the end of the dissipation distance.
-
-* **Soft Decay** creates a fade-out that starts slow, speeds up, and slows down again as it nears the end of the dissipation distance.
-
-* **Linear Decay** creates an even fade-out over the dissipation distance.
\ No newline at end of file
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineManagerCameras.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineManagerCameras.md
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-# Managing and grouping Virtual Cameras
-
-A __manager__ camera oversees many Virtual Cameras but acts as a single Virtual Camera from the point of view of Cinemachine Brain and Timeline.
-
-Cinemachine includes these manager cameras:
-
-* [Free Look Camera](CinemachineFreeLook.html): an enhanced [Orbital Transposer](CinemachineBodyOrbitalTransposer.html). It manages three horizontal orbits, arranged vertically to surround an avatar.
-
-* [Mixing Camera](CinemachineMixingCamera.html): uses the weighted average of up to eight child Virtual Cameras.
-
-* [Blend List Camera](CinemachineBlendListCamera.html): executes a sequence of blends or cuts of its child Virtual Cameras.
-
-* [Clear Shot Camera](CinemachineClearShot.html): picks the child Virtual Camera with the best view of the target.
-
-* [State-Driven Camera](CinemachineStateDrivenCamera.html): picks a child Virtual Camera in reaction to changes in animation state.
-
-Because manager cameras act like normal Virtual Cameras, you can nest them. In other words, create arbitrarily complex camera rigs that combine regular Virtual Cameras and manager cameras.
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineMixingCamera.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineMixingCamera.md
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-# Cinemachine Mixing Camera
-
-The __Cinemachine Mixing Camera__ component uses the weighted average of its child Virtual Cameras to compute the position and other properties of the Unity camera.
-
-
-
-Mixing Camera manages up to eight child Virtual Cameras. In the Mixing Camera component, these Virtual Cameras are fixed slots, not a dynamic array. Mixing Camera uses this implementation to support weight animation in Timeline. Timeline cannot animate array elements.
-
-To create a Mixing Camera:
-
-1. In the Unity menu, choose __Cinemachine > Create Mixing Camera__.
-A new Mixing Camera appears in the [Hierarchy](https://docs.unity3d.com/Manual/Hierarchy.html) window. By default, Unity also adds two Virtual Cameras as children of the Mixing Camera.
-
-2. Adjust the children Virtual Cameras.
-
-3. Add up to six more child cameras.
-
-4. Select the Mixing Camera in the Hierarchy window then adjust the Child Camera Weights in the [Inspector](https://docs.unity3d.com/Manual/UsingTheInspector.html) window.
-
-
-
-## Properties:
-
-| **Property:** | **Function:** |
-|:---|:---|
-| __Solo__ | Toggles whether or not the Mixing Camera is temporarily live. Use this property to get immediate visual feedback in the [Game view](https://docs.unity3d.com/Manual/GameView.html) to adjust the Virtual Camera. |
-| __Game Window Guides__ | Toggles the visibility of compositional guides in the Game view. This property applies to all Virtual Cameras. |
-| __Save During Play__ | Check to [apply the changes while in Play mode](CinemachineSavingDuringPlay.html). Use this feature to fine-tune a Virtual Camera without having to remember which properties to copy and paste. This property applies to all Virtual Cameras. |
-| __Priority__ | The importance of this Mixing Camera for choosing the next shot. A higher value indicates a higher priority. Cinemachine Brain chooses the next live Virtual Camera from all Virtual Cameras that are activated and have the same or higher priority as the current live Virtual Camera. This property has no effect when using a Virtual Camera with Timeline. |
-| __Child Camera Weights__ | The weight of the Virtual Camera. Each child Virtual Camera has a corresponding Weight property. Note that setting one camera's weight to 1 does not put the other weights to zero. The contribution of any individual camera is its weight divided by the sum of all the child weights. |
-| __Mix Result__ | A graphical representation of the weights of the child Virtual Cameras. The light part of the bar of each child camera represents the proportion of its contribution to the final position of the Mixing Camera. When the bar is completely dark, the camera makes no contribution to the position of the Mixing Camera. |
-
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineMultipleCameras.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineMultipleCameras.md
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-# Using multiple Unity cameras
-
-Split-screen and picture-in-picture effects require the use of more than one Unity camera. Each Unity camera presents its own view on the player’s screen.
-
-To use a multi-camera split-screen for two players:
-
-1. For each player, [create a layer](https://docs.unity3d.com/Manual/Layers.html). For example, for two players, create layers named P1 and P2.
-
-2. Add two Unity cameras to your Scene, set up their viewports, and give each one its own Cinemachine Brain component.
-
-3. For each Unity camera, set the __Culling Mask__ to the appropriate layer while excluding the other layer. For example, set the first Unity camera to include layer P1 while excluding P2.
-
-4. Add 2 Virtual Cameras, one to follow each player to follow the players. Assign each Virtual Camera to a player layer.
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineNoiseProfiles.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineNoiseProfiles.md
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-# Working with noise profiles
-
-A __noise profile__ is an asset that defines a procedural curve for camera noise. The __Basic Multi Channel Perlin__ component applies a noise profile to the movement of the camera. Cinemachine applies noise movement after computing the position of the camera. This way, camera noise does not affect the computation of camera movement in future updates.
-
-Cinemachine includes some predefined profile assets. Choose a predefined noise profile in the Noise component. Create your own noise profile asset by choosing __Create > Cinemachine > NoiseSettings__ in the [Project window](https://docs.unity3d.com/Manual/ProjectView.html).
-
-The properties in the Inspector show graphs that give a visual representation of the noise profile. There are properties for the x, y, and z axes for position and rotation. Each axis may have more than one layer.
-
-
-
-For realistic procedural noise, choose frequencies and amplitudes with care to ensure an interesting noise quality that is not obviously repetitive. The most convincing camera shakes use __Rotation__ noise because that’s where the camera is aiming. Handheld camera operators tend to shake more rotationally than they do positionally. After specifying __Rotation__ noise, add __Position__ noise.
-
-Convincing noise profiles typically mix low, medium, and high frequencies together. When creating a new noise profile, start with these three layers of noise for each axis.
-
-For amplitude, use larger values for wider lenses to shake the camera noticeably. For telephoto lenses, use smaller amplitude values because the narrower FOV amplifies the effect.
-
-For frequency, a typical low range is 0.1-0.5 Hz, the mid range 0.8-1.5, and the high 3-4. The highest useful frequency depends on the frame rate of your game. A game typically runs at 30 or 60Hz. Noise frequencies higher than the frame rate of your game fall between the cracks of the Nyquist rate. In other words, they will not be directly tracked.
-
-For example, if your game runs at 60 frames/second and you set a frequency to 100, you will get choppy camera noise. This is because your game can’t render something that moves faster than the frame rate.
-
-## Properties:
-
-| **Property:** || **Function:** |
-|:---|:---|:---|
-| __Preview Time__ || The number of seconds to display in the graphs in the Inspector. This property is for editing in the Inspector; it does not affect the content of the noise profile asset that you are editing. |
-| __Preview Height__ || The vertical height of the graphs of the noise profile in the Inspector. This property is for editing noise profiles; it does not affect the noise profile asset. |
-| __Animated__ || Check to show a moving representation of an example of the noise profile in the graph. This property is for editing noise profiles; it does not affect the noise profile asset. |
-| __Position Noise__ || A graphical representation of all noise layers for all axes for camera movement. |
-| __Position X__, __Position Y__, __Position Z__ || The layers of noise for each axis to apply to camera movement. Each axis has a graphical representation of its layers. Each layer has properties for Frequency, Amplitude, and optional Perlin noise. Click + or - to add and remove layers, respectively. |
-| | _Frequency_ | The frequency of the wave in the noise layer, in Hz. |
-| | _Amplitude_ | The amplitude (height) of the wave in the noise layer, in distance units. |
-| | _Non-random wave if checked_ | Check to remove the Perlin noise from the noise layer. Without Perlin noise, Cinemachine uses a regular sine wave. Uncheck to apply Perlin noise to the layer, randomizing both the frequency and the amplitude while remaining in the neighbourhood of the selected values. |
-| __Rotation Noise__ || A graphical representation of all noise layers for all axes for camera rotation. |
-| __Rotation X__, __Rotation Y__, __Rotation Z__ || The layers of noise for each axis to apply to camera rotation. Each layer has properties for Frequency, Amplitude, and optional Perlin Noise. Click + or - to add and remove layers, respectively. |
-| | _Frequency_ | The frequency of the wave in the noise layer, in Hz. |
-| | _Amplitude_ | The amplitude (height) of the wave in the noise layer, in degrees. |
-| | _Non-random wave if checked_ | Check to remove the Perlin noise from the noise layer. Without Perlin noise, Cinemachine uses a regular sine wave. Uncheck to include random Perlin noise variation, randomizing both the frequency and the amplitude while remaining in the neighbourhood of the selected values. |
-
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineOverview.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineOverview.md
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-# Cinemachine overview
-
-Using Cinemachine requires a new way of thinking about working with cameras. For example, you might have already invested heavily in carefully scripted camera behaviors. However, Cinemachine can give the same results, if not better, in less time. Get up and running quickly to create and tune cameras without bothering your engineer.
-
-## Virtual Cameras
-
-Cinemachine does not create new cameras. Instead, it directs a single Unity camera for multiple shots. You compose these shots with __Virtual Cameras__. Virtual Cameras move and rotate the Unity camera and control its settings.
-
-The Virtual Cameras are separate GameObjects from the Unity Camera, and behave independently. They are not nested within each other. For example, a Scene might look like this:
-
-
-
-The main tasks that the Virtual Camera does for you:
-
-* Position the Unity camera in the Scene.
-
-* Aim the Unity camera at something.
-
-* Add procedural noise to the Unity camera. Noise simulates things like handheld effects or vehicle shakes.
-
-Cinemachine encourages you to create many Virtual Cameras. The Virtual Camera is designed to consume little processing power. If your Scene is performance-sensitive, deactivate all but the essential Virtual Cameras at any given moment for extreme performance.
-
-A good rule of thumb is to use a single Virtual Camera for a single shot. Take advantage of this to create dramatic or subtle cuts or blends. Examples:
-
-* For a cutscene where two characters exchange dialog, use three Virtual Cameras: one camera for a mid-shot of both characters, and separate Virtual Cameras for a close-up of each character. Then use Timeline to synchronize audio with the Virtual Cameras.
-
-* Duplicate an existing Virtual Camera so that both Virtual Cameras are in the same position in the Scene. For the second Virtual Camera, change the FOV or composition a bit. When a player enters a trigger volume, Cinemachine blends from the first to the second Virtual Camera to emphasize a change in action.
-
-One Virtual Camera has control of the Unity camera at any point in time. This is the __live__ Virtual Camera. The only exception to this rule is during a blend from one Virtual Camera to the next. During blending, both Virtual Cameras are live.
-
-## Cinemachine Brain
-
-The Cinemachine Brain is a component in the Unity Camera itself. Cinemachine Brain monitors all active Virtual Cameras in the Scene. To specify the next live Virtual Camera, you [activate or deactivate](https://docs.unity3d.com/Manual/DeactivatingGameObjects.html) the desired Virtual Camera's game object. Cinemachine Brain then chooses the most recently activated Virtual Camera with the same or higher priority as the live Virtual Camera. It performs a cut or blend between the previous and new Virtual Cameras.
-
-**Tip**: Use Cinemachine Brain to respond to dynamic game events in real time. It allows your game logic to control the camera by manipulating priorities. This is particularly useful for live gameplay, where action isn’t always predictable. Use [Timeline](CinemachineTimeline.html) to choreograph cameras in predictable situations, like cutscenes. Timeline overrides the Cinemachine Brain priority system to give you precise, to-the-frame camera control.
-
-## Moving and aiming
-
-Use the [__Body__ properties](CinemachineVirtualCameraBody.html) in a Virtual Camera to specify how to move it in the Scene. Use the [__Aim__ properties](CinemachineVirtualCameraAim.html) to specify how to rotate it.
-
-A Virtual Camera has two targets:
-
-* The __Follow__ target specifies a GameObject for the Virtual Camera to move with.
-* The __Look At__ target specifies the GameObject to aim at.
-
-Cinemachine includes a variety of procedural algorithms to control moving and aiming. Each algorithm solves a specific problem, and has properties to customize the algorithm for your specific needs. Cinemachine implements these algorithms as `CinemachineComponent` objects. Use the `CinemachineComponent` class to implement a custom moving or aiming behavior.
-
-The __Body__ properties offer the following procedural algorithms for moving the Virtual Camera in a Scene:
-
-* __Transposer__: Move in a fixed relationship to the __Follow__ target, with optional damping.
-* __Do Nothing__: Do not move the Virtual Camera.
-* __Framing Transposer__: Move in a fixed screen-space relationship to the __Follow__ target, with optional damping.
-* __Orbital Transposer__: Move in a variable relationship to the __Follow__ target, optionally accepting player input.
-* __Tracked Dolly__: Move along a predefined path.
-* __Hard Lock to Target__: Use the same position at the __Follow__ target.
-
-The __Aim__ properties offer the following procedural algorithms for rotating a Virtual Camera to face the __Look At__ target:
-
-* __Composer__: Keep the __Look At__ target in the camera frame, with compositional constraints.
-* __Group Composer__: Keep multiple __Look At__ targets in the camera frame.
-* __Do Nothing__: Do not rotate the Virtual Camera.
-* __POV__: Rotate the Virtual Camera based on the user’s input.
-* __Same As Follow Target__: Set the camera’s rotation to the rotation of the __Follow__ target.
-* __Hard Look At__: Keep the __Look At__ target in the center of the camera frame.
-
-
-## Composing a shot
-
-The [__Framing Transposer__](CinemachineBodyFramingTransposer.html), [__Composer__](CinemachineAimComposer.html), and [__Group Composer__](CinemachineAimGroupComposer.html) algorithms define areas in the camera frame for you to compose a shot:
-
-* __Dead zone__: The area of the frame that Cinemachine keeps the target in.
-
-* __Soft zone__: If the target enters this region of the frame, the camera will re-orient to put it back in the dead zone. It will do this slowly or quickly, according to the time specified in the Damping settings.
-
-* __Screen__: The screen position of the center of the dead zone. 0.5 is the center of the screen.
-
-* __Damping__: Simulates the lag that a real camera operator introduces while operating a heavy physical camera. Damping specifies quickly or slowly the camera reacts when the target enters the __soft zone__ while the camera tracks the target. Use small numbers to simulate a more responsive camera, rapidly moving or aiming the camera to keep the target in the __dead zone__. Larger numbers simulate heavier cameras, The larger the value, the more Cinemachine allows the target to enter the soft zone.
-
-The __Game Window Guides__ gives an interactive, visual indication of these areas. The guides appear as tinted areas in the [Game view](https://docs.unity3d.com/Manual/GameView.html).
-
-
-
-The clear area indicates the __dead zone__. The blue-tinted area indicates the __soft zone__. The position of the soft and dead zones indicates the __screen__ position. The red-tinted area indicates the __no pass__ area, which the target never enters. The yellow square indicates the target.
-
-Adjust these areas to get a wide range of camera behaviors. To do this, drag their edges in the Game view or edit their properties in the Inspector window. For example, use larger damping values to simulate a larger, heavier camera, or enlarge the __soft zone__ and __dead zone__ to create an area in the middle of the camera frame that is immune to target motion. Use this feature for things like animation cycles, where you don’t want the camera to track the target if it moves just a little.
-
-## Using noise to simulate camera shake
-
-Real-world physical cameras are often heavy and cumbersome. They are hand-held by the camera operator or mounted on unstable objects like moving vehicles. Use [Noise properties](CinemachineVirtualCameraNoise.html) to simulate these real-world qualities for cinematic effect. For example, you could add a camera shake when following a running character to immerse the player in the action.
-
-At each frame update, Cinemachine adds noise separately from the movement of the camera to follow a target. Noise does not influence the camera’s position in future frames. This separation ensures that properties like __damping__ behave as expected.
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachinePath.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachinePath.md
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-# Cinemachine Path
-
-__Cinemachine Path__ is a component that defines a world-space path, consisting of an array of waypoints. Each waypoint specifies position, tangent, and roll settings. Bezier interpolation is performed between the waypoints, to get a smooth and continuous path.
-
-**Tip**: While the path position will always be smooth and continuous, it is still possible to get jarring movement when animating along the path. This happens when tangents aren’t set to ensure continuity of both the first and second order derivatives. It is not easy to get this right. To avoid this potentially jarring movement, use Cinemachine Smooth Path. CinemachineSmoothPath sets the tangents automatically to ensure complete smoothness.
-
-## Properties:
-
-| **Property:** || **Function:** |
-|:---|:---|:---|
-| __Resolution__ || Path samples per waypoint. Cinemachine uses this value to limit the granularity when calculating path distances. The crosshatches on the path gizmo in the scene view reflect this value|
-| __Appearance__ || The settings that control how the path appears in the Scene view. |
-| | _Path Color_ | The color of the path when it is selected. |
-| | _Inactive Path Color_ | The color of the path when it is not selected. |
-| | _Width_ | The width of the railroad tracks that represent the path. |
-| __Looped__ || Check to join the ends of the path to form a continuous loop. |
-| __Selected Waypoint__ || Properties for the waypoint you selected in the Scene view or in the Waypoints list. |
-| __Prefer Tangent Drag__ || Check to use the Gizmo for the tangent of a waypoint when the Gizmos for the tangent and position coincide in the Scene view. |
-| __Waypoints__ || The list of waypoints that define the path. |
-| | _Position_ | Position in path-local space (i.e. relative to the transform of the path object itself) |
-| | _Tangent_ | Offset from the position, which defines the tangent of the curve at the waypoint. The length of the tangent encodes the strength of the bezier handle. The same handle is used symmetrically on both sides of the waypoint, to ensure smoothness. |
-| | _Roll_ | The roll of the path at this waypoint. The other orientation axes are inferred from the tangent and world up. |
-
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachinePostProcessing.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachinePostProcessing.md
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-# Cinemachine and Postprocessing
-
-Use the Cinemachine Post Processing [extension](CinemachineVirtualCameraExtensions.html) to attach a Postprocessing V2 profile to a Virtual Camera.
-
-**Note**: Unity recommends using Postprocessing V2 instead of Postprocessing V1.
-
-The Cinemachine Post Processing extension holds a Post-Processing Profile asset to apply to a Virtual Camera when it is activated. If the camera is blending with another Virtual Camera, then the blend weight is applied to the Post Process effects also.
-
-Before attaching post processing profiles to Virtual Cameras, you first need to set up your project to use post processing. You need to do this setup only once.
-
-To set up project to use Post Processing V2 with Cinemachine:
-
-1. [Install](https://docs.unity3d.com/Packages/com.unity.package-manager-ui@latest/index.html) the Postprocessing V2 package.
-
-2. In the Unity menu, choose __Cinemachine > Import Post Processing V2 Adaptor Asset Package__.
-
-3. Select your Unity camera with Cinemachine Brain in the [Scene](https://docs.unity3d.com/Manual/UsingTheSceneView.html) view.
-
-4. [Add the component](https://docs.unity3d.com/Manual/UsingComponents.html) named __Post-Process Layer__. This will anble Post Process profiles to affect the Camera.
-
-To add a Post Process profile to a Virtual Camera
-
-3. Select your Virtual Camera in the [Scene](https://docs.unity3d.com/Manual/UsingTheSceneView.html) view or [Hierarchy](https://docs.unity3d.com/Manual/Hierarchy.html) window.
-
-4. In the [Inspector](https://docs.unity3d.com/Manual/UsingTheInspector.html), choose __Add Extension > CinemachinePostProcessing__, then configre the Profile asset to have the effects you want when this virtual camera is live.
-
-## Properties:
-
-| **Property:** | **Function:** |
-|:---|:---|
-| __Profile__ | The Post-Processing profile to activate when this Virtual Camera is live. |
-| __Focus Tracks Target__ | Check to set Focus Distance to the distance between the camera and the Look At target. |
-| __Offset__ | When Focus Tracks Target is checked, this offset is applied to the target position when setting the focus, focus distance. If there is no Look At target, then this is the offset from the Unity camera position, the actual focus distance. |
-
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineSavingDuringPlay.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineSavingDuringPlay.md
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index 4cb21c6c7..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineSavingDuringPlay.md
+++ /dev/null
@@ -1,10 +0,0 @@
-# Saving in Play Mode
-
-It’s often most convenient to adjust camera settings while the game is playing. But normally, Unity does not save your changes to the Scene when you exit Play Mode. Cinemachine has a special feature to preserve the tweaks you make during Play Mode. It doesn’t save structural changes, like adding or removing a behavior. With the exception of certain properties, Cinemachine preserves most of the settings in your Virtual Cameras when you exit Play Mode.
-
-When you exit Play Mode, Cinemachine scans the Scene to collect any changed properties in the Virtual Cameras. Cinemachine saves these changes a second or so after exiting. Use the __Edit > Undo__ command to revert these changes.
-
-Check __Save During Play__ on any Virtual Camera in the [Inspector](https://docs.unity3d.com/Manual/UsingTheInspector.html) to enable this feature. This is a global property, not per-camera, so you only need to check or uncheck it once.
-
-Cinemachine components have the special attribute `[SaveDuringPlay]` to enable this functionality. Feel free to use it on classes within your own custom scripts too if you need it. To exclude a field in a class with the `[SaveDuringPlay]` attribute, add the `[NoSaveDuringPlay]` attribute to the field.
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineSetUpVCam.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineSetUpVCam.md
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index 7cc971a2c..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineSetUpVCam.md
+++ /dev/null
@@ -1,16 +0,0 @@
-# Setting up Virtual Cameras
-
-In your project, organize your Scene Hierarchy to have a single Unity camera with a CinemachineBrain component and many Virtual Cameras.
-
-To add a Virtual Camera to a Scene:
-
-1. In the Unity menu, choose __Cinemachine > Create Virtual Camera__.
Unity adds a new GameObject with a Cinemachine Virtual Camera component. If necessary, Unity also adds a [Cinemachine Brain](CinemachineBrainProperties.html) component to the Unity camera GameObject for you.
-
-2. Use the __Follow__ property to specify a GameObject to follow.
The Virtual Camera automatically positions the Unity camera relative to this GameObject at all times, even as you move it in the Scene.
-
-3. Use the __Look At__ property to specify the GameObject that the Virtual Camera should aim at.
The Virtual Camera automatically rotates the Unity camera to face this GameObject at all times, even as you move it in the Scene.
-
-4. [Customize the Virtual Camera](CinemachineVirtualCamera.html) as needed.
Choose the algorithm for following and looking at, and adjust settings such as the follow offset, the follow damping, the screen composition, and the damping used when re-aiming the camera.
-
-
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineSmoothPath.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineSmoothPath.md
deleted file mode 100644
index ab9cc3388..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineSmoothPath.md
+++ /dev/null
@@ -1,23 +0,0 @@
-# Cinemachine Smooth Path
-
-A __Cinemachine Smooth Path__ is a component that defines a world-space path, consisting of an array of waypoints. Each waypoint has position and roll settings. Cinemachine uses Bezier interpolation to calculate positions between the waypoints to get a smooth and continuous path. The path passes through all waypoints. Unlike Cinemachine Path, first and second order continuity is guaranteed, which means that not only the positions but also the angular velocities of objects animated along the path will be smooth and continuous.
-
-## Properties:
-
-| **Property:** || **Function:** |
-|:---|:---|:---|
-| __Resolution__ || Path samples per waypoint. Cinemachine uses this value to calculate path distances. |
-| __Looped__ || If checked, then the path ends are joined to form a continuous loop. |
-| __Waypoints__ || The waypoints that define the path. They are interpolated using a bezier curve. |
-| __Resolution__ || Path samples per waypoint. This is used for calculating path distances. |
-| __Appearance__ || The settings that control how the path appears in the Scene view. |
-| | _Path Color_ | The color of the path when it is selected. |
-| | _Inactive Path Color_ | The color of the path when it is not selected. |
-| | _Width_ | The width of the railroad tracks that represent the path. |
-| __Looped__ || Check to join the ends of the path to form a continuous loop. |
-| __Selected Waypoint__ || Properties for the waypoint you selected in the Scene view or in the Waypoints list. |
-| __Waypoints__ || The list of waypoints that define the path. They are interpolated using a bezier curve. |
-| | _Position_ | Position in path-local space. |
-| | _Roll_ | Defines the roll of the path at this waypoint. The other orientation axes are inferred from the tangent and world up. |
-
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineStateDrivenCamera.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineStateDrivenCamera.md
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index f4be26266..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineStateDrivenCamera.md
+++ /dev/null
@@ -1,47 +0,0 @@
-# Cinemachine State-Driven Camera
-
-The __Cinemachine State-Driven Camera__ component activates a child Virtual Camera when an animation target changes states. For example, consider your avatar’s local-motion system and orbit camera. Your game feels more alive to the player when the camera shakes more as your avatar runs. When the avatar walks, blend for example to a Virtual Camera with more damping.
-
-
-
-The animation target for a State-Driven Camera is a GameObject with an [Animator](https://docs.unity3d.com/Manual/class-Animator.html) component controlled by an [Animator Controller](https://docs.unity3d.com/Manual/class-AnimatorController.html).
-
-Assign normal __Look At__ and __Follow__ targets to each child Virtual Camera. If a child Virtual Camera has no __Look At__ or __Follow__ target, State-Driven camera uses its own, respective targets.
-
-State-Driven Camera has a list that assigns child Virtual Cameras to animation states. You can define default and custom blends between the State-Driven children.
-
-In the Inspector, the State-Driven camera lists its Virtual Camera children. Use this list to add and delete child Virtual Cameras, and assign priorities.
-
-
-
-To create a State-Driven camera:
-
-1. Set up the animation target GameObject to [control it with an Animator Controller](https://docs.unity3d.com/Manual/AnimatorControllers.html).
-
-2. In the Unity menu, choose __Cinemachine > Create State-Driven Camera__.
A new State-Driven camera appears in the hierarchy with a new child Virtual Camera.
-
-3. In the [Inspector](https://docs.unity3d.com/Manual/UsingTheInspector.html), assign the animation target you created in step 1 to the Animated Target property.
-
-4. If needed, add more child VIrtual Cameras either by clicking + in Virtual Camera Children or dragging and dropping existing Virtual Cameras in the [Hierarchy](https://docs.unity3d.com/Manual/Hierarchy.html) window.
-
-5. Use the __State__ to assign child Virtual Cameras to the animation states.
-
-## Properties:
-
-| **Property:** | **Function:** |
-|:---|:---|
-| __Solo__ | Toggles whether or not the Virtual Camera is temporarily live. Use this property to get immediate visual feedback in the [Game view](https://docs.unity3d.com/Manual/GameView.html) to adjust the Virtual Camera. |
-| __Game Window Guides__ | Toggles the visibility of compositional guides in the Game view. These guides are available when Look At specifies a GameObject and the Aim section uses Composer or Group Composer, or when Follow specifies a target and the Body section uses Framing Composer. This property applies to all Virtual Cameras. |
-| __Save During Play__ | Check to [apply the changes while in Play mode](CinemachineSavingDuringPlay.html). Use this feature to fine-tune a Virtual Camera without having to remember which properties to copy and paste. This property applies to all Virtual Cameras. |
-| __Priority__ | The importance of this State-Driven camera for choosing the next shot. A higher value indicates a higher priority. This property has no effect when using a State-Driven camera with Timeline. |
-| __Look At__ | The default target GameObject that the children Virtual Camera move with. The State-Driven camera uses this target when the child does not specify this target. May be empty if all of the children define targets of their own. |
-| __Follow__ | The default target GameObject to aim the Unity camera at. The State-Driven camera uses this target when the child does not specify this target. May be empty if all of the children define targets of their own. |
-| __Animated Target__ | The GameObject that contains the Animator Controller. The State-Drive camera reacts to the animation state changes from this GameObject. |
-| __Layer__ | The animation layer to observe in the Animated Target. |
-| __Show Debug Text__ | Check to display a textual summary of the live Virtual Camera and blend in the game view. |
-| __Default Blend__ | The blend which is used if you don’t explicitly define a blend between two Virtual Cameras. |
-| __Custom Blends__ | The asset which contains custom settings for specific child blends. |
-| __State__ | The list of animation state assignments for child Virtual Cameras. |
-| __Virtual Camera Children__ | The list of Virtual Cameras that are children of the State-Driven camera. |
-
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineStoryboard.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineStoryboard.md
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index bc1ebaf09..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineStoryboard.md
+++ /dev/null
@@ -1,25 +0,0 @@
-# Storyboard
-
-Use the Cinemachine Storyboard [extension](CinemachineVirtualCameraExtensions.html) to let artists, producers, and directors contribute to your game development. Cinemachine Storyboard places a still image in screen space over the output of the Unity camera.
-
-Storyboard simplifies animatics for your team. Start with still images to pre-visualize terrain, layout, movement, lighting, timing, and so on. Following the intentions of the Storyboard image, developers incrementally add the assets, GameObjects, and settings that implement the Scene.
-
-Use the properties in the Storyboard component to hide and show the image to compare it to the actual rendering of the Unity camera.
-
-## Properties:
-
-| **Property:** || **Function:** |
-|:---|:---|:---|
-| __Show Image__ || Toggle the visibility of the storyboard image. |
-| __Image__ || The image to display as an overlay over the output of the Virtual Camera. |
-| __Aspect__ || How to handle differences between image aspect and screen aspect. |
-| | _Best Fit_ | Resize the image as large as possible on the screen without cropping. Preserve the vertical and horizontal proportions. |
-| | _Crop Image To Fit_ | Resize the image to fill the screen, cropping if necessary. Preserve the vertical and horizontal proportions. |
-| | _Stretch To Fit_ | Resize the image to fill the screen, adjusting the vertical or horizontal width if necessary. |
-| __Alpha__ || The opacity of the image. Use 0 for transparent, 1 for opaque. |
-| __Center__ || The screen-space position of the image. Use 0 for center. |
-| __Rotation__ || The screen-space rotation of the image. |
-| __Scale__ || The screen-space scaling of the image. |
-| __Sync Scale__ || Check to synchronize the scale of the x and y axes. |
-| __Mute Camera__ || Check to prevent the Virtual Camera from updating the position, rotation, or scale of the Unity camera. Use this feature to prevent Timeline from [blending](CinemachineBlending.html) the camera to an unintended position in the Scene. |
-| __Split View__ || Wipe the image on and off horizontally. |
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineTargetGroup.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineTargetGroup.md
deleted file mode 100644
index 7e69a3bed..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineTargetGroup.md
+++ /dev/null
@@ -1,35 +0,0 @@
-# Cinemachine Target Group
-
-Use Cinemachine Target Group to treat multiple GameObjects as a single Look At target. Use a Target Group with the [Group Composer](CinemachineAimGroupComposer.html) algorithm.
-
-To create a Virtual Camera with a Target Group:
-
-1. In the Unity menu, choose __Cinemachine > Create Target Group Camera__.
Unity adds a new Virtual Camera and Target Group to the Scene. The __Follow__ and __Look At__ targets in the Virtual Camera refer to the new Target Group.
-
-2. In the [Hierarchy](https://docs.unity3d.com/Manual/Hierarchy.html), select the new Target Group object.
-
-3. In the [Inspector](https://docs.unity3d.com/Manual/UsingTheInspector.html), click the + sign to add a new item to the group.
-
-4. In the new item, assign a GameObject, and edit the __Weight__ and __Radius__ properties.
-
-5. To add more GameObjects to the Target Group, repeat steps 3-4.
-
-
-
-## Properties:
-
-| **Property:** || **Function:** |
-|:---|:---|:---|
-| __Position Mode__ || How to calculate the position of the Target Group. |
-| | _Group Center_ | Use the center of the axis-aligned bounding box that contains all items of the Target Group. |
-| | _Group Average_ | Use the weighted average of the positions of the items in the Target Group. |
-| __Rotation Mode__ || How to calculate the rotation of the Target Group. |
-| | _Manual_ | Use the values specified in the Rotation properties of the Target Group’s transform. This is the recommended setting. |
-| | _Group Average_ | Weighted average of the orientation of the items in the Target Group. |
-| __Update Method__ || When to update the transform of the Target Group. |
-| | _Update_ | Update in the normal MonoBehaviour Update() method. |
-| | _Fixed Update_ | Updated in sync with the Physics module, in FixedUpdate(). |
-| | _Late Update_ | Updated in MonoBehaviour `LateUpdate()`. |
-| __Targets__ || The list of target GameObjects. |
-| | _Weight_ | How much weight to give the item when averaging. Cannot be negative. |
-| | _Radius_ | The radius of the item, used for calculating the bounding box. Cannot be negative. |
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineTimeline.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineTimeline.md
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index 71204cbd7..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineTimeline.md
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@@ -1,48 +0,0 @@
-# Cinemachine and Timeline
-
-Use [Timeline](https://docs.unity3d.com/Manual/TimelineSection.html) to activate, deactivate, and blend between Virtual Cameras. In Timeline, combine Cinemachine with other GameObjects and assets to interactively implement and tune rich cutscenes, even interactive ones.
-
-**Tip**: For simple shot sequences, use a [Cinemachine Blend List Camera](CinemachineBlendListCamera.html) instead of Timeline.
-
-Timeline overrides the priority-based decisions made by [Cinemachine Brain](CinemachineBrainProperties.html). When the timeline finishes, control returns to the Cinemachine Brain, which chooses the Virtual Camera with the highest Priority setting.
-
-You control Virtual Cameras in Timeline with a __Cinemachine Shot Clip__. Each shot clip points to a Virtual Camera to activate then deactivate. Use a sequence of shot clips to specify the order and duration of each shot.
-
-To cut between two Virtual Cameras, place the clips next to each other. To blend between two Virtual Cameras, overlap the clips.
-
-
-
-To create a Timeline for Cinemachine:
-
-1. Create an empty GameObject in your Scene by choosing the __GameObject > Create Empty __menu item.
-
-2. Give the empty GameObject a descriptive name. For example, `IntroTimeline`.
-
-3. In your Scene, select your empty Timeline object as the focus to [create a Timeline Asset and instance](https://docs.unity3d.com/Manual/TimelineWorkflowCreatingAssetInstance.html).
-
-4. Click the padlock button to lock the TImeline window to make it easier to add and adjust tracks.
-
-5. Drag a Unity camera with a CinemachineBrain component onto the Timeline Editor, then choose __Create Cinemachine Track__ from the drop-down menu.
-
-6. [Add other tracks to the Timeline](https://docs.unity3d.com/Manual/TimelineAddingTracks.html) for controlling the subjects of your Scene. For example, add an Animation track to animate your main character.
-
-**Tip**: Delete the default track that refers to your Timeline object. This track isn’t necessary for Timeline. For example, in the Timeline editor, right-click the track for IntroTimeline and choose __Delete__.
-
-To add Cinemachine Shot Clips to a Cinemachine Track:
-
-1. In the Cinemachine Track, right-click and choose __Add Cinemachine Shot Clip__.
-
-2. Do one of the following:
-
- * To add an existing Virtual Camera to the shot clip, drag and drop it onto the Virtual Camera property in the Cinemachine Shot component.
-
- * To create a new Virtual Camera and add it to the shot clip, click Create in the Cinemachine Shot component.
-
-3. In the Timeline editor, adjust the order, duration, cutting, and blending of the shot clip.
-
-4. [Adjust the properties of the Virtual Camera](CinemachineVirtualCamera.html) to place it in the Scene and specify what to aim at or follow.
-
-5. To animate properties of the Virtual Camera, create an [Animation Track](https://docs.unity3d.com/Manual/TimelineAnimationTrackProperties.html) for it and animate as you would any other GameObject.
-
-6. [Organize your Timeline tracks](https://docs.unity3d.com/Manual/TimelineTrackList.html) to fine-tune your Scene.
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineTopDown.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineTopDown.md
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+++ /dev/null
@@ -1,8 +0,0 @@
-# Top-down games
-
-Cinemachine Virtual Cameras are modeled after human camera operators and how they operate real-life cameras. As such, they have a sensitivity to the up/down axis, and always try to avoid introducing roll into the camera framing. Because of this sensitivity, the Virtual Camersa avoid looking straight up or down for extended periods. They may do it in passing, but if the __Look At__ target is straight up or down for extended periods, they will not always give the desired result.
-
-**Tip:** You can deliberately roll by animating properties like __Dutch__ in a Virtual Camera.
-
-If you are building a top-down game where the cameras look straight down, the best practice is to redefine the up direction, for the purposes of the camera. You do this by setting the __World Up Override__ in the [Cinemachine Brain](CinemachineBrainProperties.html) to a GameObject whose local up points in the direction that you want the Virtual Camera’s up to normally be. This is applied to all Virtual Cameras controlled by that Brain.
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineVirtualCamera.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineVirtualCamera.md
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--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineVirtualCamera.md
+++ /dev/null
@@ -1,41 +0,0 @@
-# Setting Virtual Camera properties
-
-The Cinemacine Virtual Camera is a component that you add to an empty GameObject. It represents a Virtual Camera in the Unity Scene.
-
-Use the __Aim__, __Body__, and __Noise__ properties to specify how the Virtual Camera animates position, rotation, and other properties. The Virtual Camera applies these settings to the Unity Camera when [Cinemachine Brain](CinemachineBrainProperties.html) or [Timeline](CinemachineTimeline.html) transfers control of the Unity camera to the Virtual Camera.
-
-At any time, each Virtual Camera may be in one of these states:
-
-* __Live__: The Virtual Camera actively controls a Unity camera that has a Cinemachine Brain. When a Cinemachine Brain blends from one Virtual Camera to the next, both Virtual Cameras are live. When the blend is complete, there is only one live Virtual Camera.
-
-* __Standby__: The Virtual Camera doesn’t control the Unity camera. However, it still follows and aims at its targets, and updates at every frame. A Virtual Camera in this state is activated and has a priority that is the same as or lower than the live Virtual Camera.
-
-* __Disabled__: The Virtual Camera doesn’t control the Unity camera and doesn’t actively follow or aim at its targets. A Virtual Camera in this state doesn’t consume processing power. To disable a Virtual Camera, deactivate its game object. The Virtual Camera is present but disabled in the Scene. However, even though the game object is deactivated, the virtual camera can still control the Unity camera if the virtual camera is participating in a blend, or if it is invoked by Timeline.
-
-
-
-### Properties
-
-| **Property:** || **Function:** |
-|:---|:---|:---|
-| __Solo__ || Toggles whether or not the Virtual Camera is temporarily live. Use this property to get immediate visual feedback in the [Game view](https://docs.unity3d.com/Manual/GameView.html) to adjust the Virtual Camera. |
-| __Game Window Guides__ || Toggles the visibility of compositional guides in the Game view. These guides are available when Look At specifies a GameObject and the Aim section uses Composer or Group Composer, or when Follow specifies a target and the Body section uses Framing Composer. This property applies to all Virtual Cameras. |
-| __Save During Play__ || Check to [apply the changes while in Play mode](CinemachineSavingDuringPlay.html). Use this feature to fine-tune a Virtual Camera without having to remember which properties to copy and paste. This property applies to all Virtual Cameras. |
-| __Priority__ || The importance of this Virtual Camera for choosing the next shot. A higher value indicates a higher priority. Cinemachine Brain chooses the next live Virtual Camera from all Virtual Cameras that are activated and have the same or higher priority as the current live Virtual Camera. This property has no effect when using a Virtual Camera with Timeline. |
-| __Follow__ || The target GameObject that the Virtual Camera moves with. The [Body properties](CinemachineVirtualCameraBody.html) use this target to update the position of the Unity camera. Keep this property empty to make the Unity camera use the position of the Virtual Camera’ transform. For example, you might choose to animate the Virtual Camera in Timeline. |
-| __Look At__ || The target GameObject to aim the Unity camera at. The [Aim properties](CinemachineVirtualCameraAim.html) use this target to update the rotation of the Unity camera. Keep this property empty to make the Unity camera use the orientation of the Virtual Camera. |
-| __Position Blending__ || Style for blending positions to and from this Virtual Camera. |
-| | _Linear_ | Standard linear position blend. |
-| | _Spherical_ | Spherical blend about the Look At position, if there is a Look At target. |
-| | _Cylindrical_ | Cylindrical blend about the Look At position, if there is a Look At target. Vertical coordinate is linearly interpolated. |
-| __Lens__ || These properties mirror their counterparts in the properties for the [Unity camera](https://docs.unity3d.com/Manual/class-Camera.html). |
-| | _Field Of View_ | The camera view in vertical degrees. For example, to specify the equivalent of a 50mm lens on a Super 35 sensor, enter a Field of View of 19.6 degrees. This property is available when the Unity camera with the Cinemachine Brain component uses a Projection of Perspective. |
-| | _Presets_ | A drop-down menu of settings for commonly-used lenses. Choose **Edit Presets** to add or edit the asset that contains a default list of lenses. |
-| | _Orthographic Size_ | When using an orthographic camera, defines the half-height of the camera view, in world coordinates. Available when the Unity camera with the Cinemachine Brain component uses a Projection of Orthographic. |
-| | _Near Clip Plane_ | The closest point relative to the camera where drawing occurs. |
-| | _Far Clip Plane_ | The furthest point relative to the camera where drawing occurs. |
-| __Dutch__ || Dutch angle. Tilts the Unity camera on the z-axis, in degrees. This property is unique to the Virtual Camera; there is no counterpart property in the Unity camera. |
-| __Extensions__ || Components that add extra behaviors to the Virtual Camera. |
-| | _Add Extension_ | Choose a new [extension](CinemachineVirtualCameraExtensions.html) to add to the Virtual Camera. |
-
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineVirtualCameraAim.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineVirtualCameraAim.md
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-# Aim properties
-
-Use the Aim properties to specify how to rotate the Virtual Camera. To change the camera’s position, use the [Body properties](CinemachineVirtualCameraBody.html).
-
-
-
-* [__Composer__](CinemachineAimComposer.html): Keep the __Look At__ target in the camera frame.
-
-* [__Group Composer__](CinemachineAimGroupComposer.html): Keep multiple __Look At__ targets in the camera frame.
-
-* [__Do Nothing__](CinemachineAimDoNothing.html): Do not procedurally rotate the Virtual Camera.
-
-* [__POV__](CinemachineAimPOV.html): Rotate the Virtual Camera based on the user’s input.
-
-* [__Same As Follow Target__](CinemachineAimSameAsFollow.html): Set the camera’s rotation to the rotation of the __Follow__ target.
-
-* [__Hard Look At__](CinemachineAimHardLook.html): Keep the __Look At__ target in the center of the camera frame.
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineVirtualCameraBody.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineVirtualCameraBody.md
deleted file mode 100644
index 836887ba3..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineVirtualCameraBody.md
+++ /dev/null
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-# Body properties
-
-Use the Body properties to specify the algorithm that moves the Virtual Camera in the Scene. To rotate the camera, set the [Aim properties](CinemachineVirtualCameraAim.html).
-
-
-
-Cinemachine includes these algorithms for moving a Virtual Camera:
-
-* [__Transposer__](CinemachineBodyTransposer.html): moves in a fixed relationship to the __Follow__ target.
-* [__Do Nothing__](CinemachineBodyDoNothing.html): does not move the Virtual Camera.
-* [__Framing Transposer__](CinemachineBodyFramingTransposer.html): moves in a fixed screen-space relationship to the __Follow__ target.
-* [__Orbital Transposer__](CinemachineBodyOrbitalTransposer.html): moves in a variable relationship to the __Follow__ target, optionally accepting player input.
-* [__Tracked Dolly__](CinemachineBodyTrackedDolly.html): moves along a predefined path.
-* [__Hard Lock to Target__](CinemachineBodyHardLockTarget.html): uses the same position at the __Follow__ target.
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineVirtualCameraExtensions.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineVirtualCameraExtensions.md
deleted file mode 100644
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--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineVirtualCameraExtensions.md
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-# Extensions
-
-Extensions are components that add more sophisticated behaviors to a Virtual Camera. For example, the [Collider](CinemachineCollider.html) extension moves a camera out of the way of GameObjects that obstruct the camera’s view of its target.
-
-Cinemachine includes a variety of extensions. Create your own custom extensions by deriving from the `CinemachineExtension` class.
-
-To add an extension to a Virtual Camera:
-
-1. Select your Virtual Camera in the [Scene](https://docs.unity3d.com/Manual/UsingTheSceneView.html) view or [Hierarchy](https://docs.unity3d.com/Manual/Hierarchy.html) window.
-
-2. In the [Inspector](https://docs.unity3d.com/Manual/UsingTheInspector.html), use the __Add Extension__ drop-down menu to choose the extension.
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineVirtualCameraNoise.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineVirtualCameraNoise.md
deleted file mode 100644
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--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/CinemachineVirtualCameraNoise.md
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-# Noise properties
-
-Use Noise properties in a Virtual Camera to simulate camera shake. Cinemachine includes a __Basic Multi Channel Perlin__ component, which adds Perlin noise to the movement of the Virtual Camera. __Perlin noise__ is a technique to compute random movement with a natural behavior.
-
-
-
-The Basic Multi Channel Perlin component applies a noise profile. A noise profile is an Asset that defines the behavior of noise over time. Cinemachine includes a few noise profile assets. You can [edit these and create your own](CinemachineNoiseProfiles.html).
-
-To apply noise:
-
-1. Select your Virtual Camera in the [Scene](https://docs.unity3d.com/Manual/UsingTheSceneView.html) view or [Hierarchy](https://docs.unity3d.com/Manual/Hierarchy.html) window.
-
-2. In the [Inspector](https://docs.unity3d.com/Manual/UsingTheInspector.html), use the __Noise__ drop-down menu to choose __Basic Multi Channel Perlin__.
-
-3. In __Noise Profile__, choose an existing profile asset or [create your own profile](CinemachineNoiseProfiles.html).
-
-4. Use __Amplitude Gain__ and __Frequency Gain__ to fine-tune the noise.
-
-## Properties
-
-| **Property:** | **Function:** |
-|:---|:---|
-| __Noise Profile__ | The noise profile asset to use.|
-| __Amplitude Gain__ | Gain to apply to the amplitudes defined in the noise profile. Use 1 to use the amplitudes defined in the noise profile. Setting this to 0 mutes the noise. Tip: Animate this property to ramp the noise effect up and down.|
-| __Frequency Gain__ | Factor to apply to the frequencies defined in the noise profile. Use 1 to use the frequencies defined in the noise profile. Use larger values to shake the camera more rapidly. Tip: Animate this property to ramp the noise effect up and down. |
-
-
-
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/InspectorImpulseSourceSpatialRange.png b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/InspectorImpulseSourceSpatialRange.png
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Binary files a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/InspectorImpulseSourceSpatialRange.png and /dev/null differ
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/TableOfContents.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/TableOfContents.md
deleted file mode 100644
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--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/TableOfContents.md
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-* [Cinemachine Documentation](index)
- * [Cinemachine overview](CinemachineOverview)
- * [Getting started](CinemachineGettingStarted)
- * [Setting up Virtual Cameras](CinemachineSetUpVCam)
- * [Saving in Play Mode](CinemachineSavingDuringPlay)
- * [Setting Virtual Camera properties](CinemachineVirtualCamera)
- * [Body properties](CinemachineVirtualCameraBody)
- * [Transposer](CinemachineBodyTransposer)
- * [Do Nothing](CinemachineBodyDoNothing)
- * [Framing Transposer](CinemachineBodyFramingTransposer)
- * [Orbital Transposer](CinemachineBodyOrbitalTransposer)
- * [Tracked Dolly](CinemachineBodyTrackedDolly)
- * [Hard Lock to Target](CinemachineBodyHardLockTarget)
- * [Aim properties](CinemachineVirtualCameraAim)
- * [Composer](CinemachineAimComposer)
- * [Group Composer](CinemachineAimGroupComposer)
- * [Do Nothing](CinemachineAimDoNothing)
- * [POV](CinemachineAimPOV)
- * [Same As Follow Target](CinemachineAimSameAsFollow)
- * [Hard Look At](CinemachineAimHardLook)
- * [Noise properties](CinemachineVirtualCameraNoise)
- * [Extensions](CinemachineVirtualCameraExtensions)
- * [Working with noise profiles](CinemachineNoiseProfiles)
- * [Setting Cinemachine Brain properties](CinemachineBrainProperties)
- * [Blending between Virtual Cameras](CinemachineBlending)
- * [Cinemachine and Timeline](CinemachineTimeline)
- * [Storyboard](CinemachineStoryboard)
- * [Cinemachine and Postprocessing](CinemachinePostProcessing)
- * [Managing and grouping Virtual Cameras](CinemachineManagerCameras)
- * [Cinemachine Free Look](CinemachineFreeLook)
- * [Cinemachine Mixing Camera](CinemachineMixingCamera)
- * [Cinemachine Blend List Camera](CinemachineBlendListCamera)
- * [Cinemachine Clear Shot](CinemachineClearShot)
- * [Cinemachine State-Driven camera](CinemachineStateDrivenCamera)
- * [Avoiding collisions and evaluating shots](CinemachineColliderConfiner)
- * [Cinemachine Collider](CinemachineCollider)
- * [Cinemachine Confiner](CinemachineConfiner)
- * [Cinemachine Target Group](CinemachineTargetGroup)
- * [Cinemachine and 2D graphics](Cinemachine2D)
- * [Cinemachine and top-down games](CinemachineTopDown)
- * [Using multiple Unity cameras](CinemachineMultipleCameras)
- * [Cinemachine External Camera](CinemachineExternalCamera)
- * [Cinemachine Follow Zoom](CinemachineFollowZoom)
- * [Using dolly paths](CinemachineDolly)
- * [Cinemachine Path](CinemachinePath)
- * [Cinemachine Smooth Path](CinemachineSmoothPath)
- * [Cinemachine Dolly Cart](CinemachineDollyCart)
- * [Cinemachine Impulse](CinemachineImpulse)
- * [Cinemachine Impulse Sources](CinemachineImpulseSourceOverview)
- * [Cinemachine Collision Impulse Source](CinemachineCollisionImpulseSource)
- * [Cinemachine Impulse Source](CinemachineImpulseSource)
- * [Raw Vibration Signals](CinemachineImpulseRawSignal)
- * [Using Noise Profiles](CinemachineImpulseNoiseProfiles)
- * [Using Fixed Signals](CinemachineImpulseFixedSignals)
- * [Cinemachine Impulse Listener](CinemachineImpulseListener)
- * [Filtering impulses](CinemachineImpulseFiltering)
- * [Document Revision History](CinemachineDocRevisionHistory)
\ No newline at end of file
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/cinemachine.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/cinemachine.md
deleted file mode 100644
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--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/cinemachine.md
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-# Cinemachine
-
-
-
-Cinemachine is a suite of modules for operating the Unity camera. Cinemachine solves the complex mathematics and logic of tracking targets, composing, blending, and cutting between shots. It is designed to significantly reduce the number of time-consuming manual manipulations and script revisions that take place during development.
-
-The procedural nature of these modules makes Cinemachine bug-resistant. When you make adjustments—for example, change an animation, vehicle speed, terrain, or other GameObjects in your Scene—Cinemachine dynamically adjusts its behavior to make the best shot. There is no need, for example, to re-write camera scripts just because a character turns left instead of right.
-
-Cinemachine works in real time across all genres including FPS, third person, 2D, side-scroller, top down, and RTS. It supports as many shots in your Scene as you need. Its modular system lets you compose sophisticated behaviors.
-
-Cinemachine works well with other Unity tools, acting as a powerful complement to Timeline, animation, and post-processing assets. Create your own [extensions](CinemachineVirtualCameraExtensions) or integrate it with your custom camera scripts.
-
-## Requirements
-
-Cinemachine has no external dependencies. Just install it and start using it. If you are also using the Post Processing Stack (version 2), then you need to install the Cinemachine PostProcessing Adapter Package from the Cinemachine menu. This installs code that connects the two packages and enables virtual cameras to have Post Processing profiles.
-
-This Cinemachine version 2.2 is compatible with the following versions of the Unity Editor:
-
-* 2017.1 and later
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/cinemachineAPI.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/cinemachineAPI.md
deleted file mode 100644
index b5354f008..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/cinemachineAPI.md
+++ /dev/null
@@ -1,2405 +0,0 @@
-
-### AxisState
-
-_Type:_ struct
-
-_Namespace:_ Cinemachine
-
-
-Axis state for defining how to react to player input. The settings here control the responsiveness of the axis to player input.
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **Value** | Single | The current value of the axis. |
-| **m_MaxSpeed** | Single | The maximum speed of this axis in units/second. |
-| **m_AccelTime** | Single | The amount of time in seconds it takes to accelerate to MaxSpeed with the supplied Axis at its maximum value. |
-| **m_DecelTime** | Single | The amount of time in seconds it takes to decelerate the axis to zero if the supplied axis is in a neutral position. |
-| **m_InputAxisName** | String | The name of this axis as specified in Unity Input manager. Setting to an empty string will disable the automatic updating of this axis. |
-| **m_InputAxisValue** | Single | The value of the input axis. A value of 0 means no input. You can drive this directly from a custom input system, or you can set the Axis Name and have the value driven by the internal Input Manager. |
-| **m_InvertInput** | Boolean | If checked, then the raw value of the input axis will be inverted before it is used. |
-| **m_MinValue** | Single | The minimum value for the axis. |
-| **m_MaxValue** | Single | The maximum value for the axis. |
-| **m_Wrap** | Boolean | If checked, then the axis will wrap around at the min/max values, forming a loop. |
-
-
-#### Methods
-
-``Void Validate()``
-
-Call from OnValidate: Make sure the fields are sensible.
-
-``Boolean Update(Single deltaTime)``
-
-Updates the state of this axis based on the axis defined by AxisState.m_AxisName.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **deltaTime** | Single | Delta time in seconds. |
-
-_Returns:_ Returns true if this axis' input was non-zero this Update, flase otherwise.
-
-
-### AxisState.Recentering
-
-_Type:_ struct
-
-_Namespace:_ Cinemachine
-
-
-Helper for automatic axis recentering.
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **m_enabled** | Boolean | If checked, will enable automatic recentering of the axis. If unchecked, recenting is disabled. |
-| **m_WaitTime** | Single | If no user input has been detected on the axis, the axis will wait this long in seconds before recentering. |
-| **m_RecenteringTime** | Single | Maximum angular speed of recentering. Will accelerate into and decelerate out of this. |
-
-
-#### Methods
-
-``Void Validate()``
-
-Call this from OnValidate().
-
-``Void CancelRecentering()``
-
-Cancel any recenetering in progress.
-
-``Void DoRecentering(AxisState& axis, Single deltaTime, Single recenterTarget)``
-
-Bring the axis back to the cenetered state.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **axis** | AxisState& | |
-| **deltaTime** | Single | |
-| **recenterTarget** | Single | |
-
-
-
-### CinemachineBasicMultiChannelPerlin
-
-_Type:_ class
-
-_Namespace:_ Cinemachine
-
-_Inherits:_ CinemachineComponentBase
-
-
-As a part of the Cinemachine Pipeline implementing the Noise stage, this component adds Perlin Noise to the Camera state, in the Correction channel of the CameraState.
-
-The noise is created by using a predefined noise profile asset. This defines the shape of the noise over time. You can scale this in amplitude or in time, to produce a large family of different noises using the same profile.
-
-#### Properties
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **IsValid** | Boolean | _[Get]_ True if the component is valid, i.e. it has a noise definition and is enabled. |
-| **Stage** | Stage | _[Get]_ Get the Cinemachine Pipeline stage that this component implements. Always returns the Noise stage.
_Possible Values:_
- **Body**
- **Aim**
- **Noise**
- **Finalize**
|
-
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **m_NoiseProfile** | NoiseSettings | The asset containing the Noise Profile. Define the frequencies and amplitudes there to make a characteristic noise profile. Make your own or just use one of the many presets. |
-| **m_AmplitudeGain** | Single | Gain to apply to the amplitudes defined in the NoiseSettings asset. 1 is normal. Setting this to 0 completely mutes the noise. |
-| **m_FrequencyGain** | Single | Scale factor to apply to the frequencies defined in the NoiseSettings asset. 1 is normal. Larger magnitudes will make the noise shake more rapidly. |
-
-
-#### Methods
-
-``virtual Void MutateCameraState(CameraState& curState, Single deltaTime)``
-
-Applies noise to the Correction channel of the CameraState if the delta time is greater than 0. Otherwise, does nothing.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **curState** | CameraState& | The current camera state. |
-| **deltaTime** | Single | How much to advance the perlin noise generator. Noise is only applied if this value is greater than or equal to 0. |
-
-
-
-### CinemachineBlendDefinition
-
-_Type:_ struct
-
-_Namespace:_ Cinemachine
-
-
-Definition of a Camera blend. This struct holds the information necessary to generate a suitable AnimationCurve for a Cinemachine Blend.
-
-#### Properties
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **BlendCurve** | AnimationCurve | _[Get]_ A normalized AnimationCurve specifying the interpolation curve for this camera blend. Y-axis values must be in range [0,1] (internally clamped within Blender) and time must be in range of [0, 1]. |
-
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **m_Style** | Style | Shape of the blend curve.
_Possible Values:_
- **Cut**: Zero-length blend.
- **EaseInOut**: S-shaped curve, giving a gentle and smooth transition.
- **EaseIn**: Linear out of the outgoing shot, and easy into the incoming.
- **EaseOut**: Easy out of the outgoing shot, and linear into the incoming.
- **HardIn**: Easy out of the outgoing, and hard into the incoming.
- **HardOut**: Hard out of the outgoing, and easy into the incoming.
- **Linear**: Linear blend. Mechanical-looking.
- **Custom**: Custom blend curve.
|
-| **m_Time** | Single | Duration of the blend, in seconds. |
-| **m_CustomCurve** | AnimationCurve | A user-defined AnimationCurve, used only if style is Custom. Curve MUST be normalized, i.e. time range [0...1], value range [0...1]. |
-
-
-
-### CinemachineBlenderSettings
-
-_Type:_ class
-
-_Namespace:_ Cinemachine
-
-_Inherits:_ ScriptableObject
-
-
-Asset that defines the rules for blending between Virtual Cameras.
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **m_CustomBlends** | CustomBlend[] | The array containing explicitly defined blends between two Virtual Cameras. |
-
-
-#### Methods
-
-``AnimationCurve GetBlendCurveForVirtualCameras(String fromCameraName, String toCameraName, AnimationCurve defaultCurve)``
-
-Attempts to find a blend curve which matches the to and from cameras as specified. If no match is found, the function returns either the default blend for this Blender or NULL depending on the state of returnDefaultOnNoMatch.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **fromCameraName** | String | The game object name of the from camera. |
-| **toCameraName** | String | The game object name of the to camera. |
-| **defaultCurve** | AnimationCurve | Curve to return if no curve found. Can be NULL. |
-
-
-
-### CinemachineBlenderSettings.CustomBlend
-
-_Type:_ struct
-
-_Namespace:_ Cinemachine
-
-
-Container specifying how two specific Cinemachine Virtual Cameras blend together.
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **m_From** | String | When blending from this camera. |
-| **m_To** | String | When blending to this camera. |
-| **m_Blend** | CinemachineBlendDefinition | Blend curve definition. |
-
-
-
-### CinemachineBlendListCamera
-
-_Type:_ class
-
-_Namespace:_ Cinemachine
-
-_Inherits:_ CinemachineVirtualCameraBase
-
-_Implements:_ ICinemachineCamera
-
-
-This is a virtual camera "manager" that owns and manages a collection of child Virtual Cameras. When the camera goes live, these child vcams are enabled, one after another, holding each camera for a designated time. Blends between cameras are specified. The last camera is held indefinitely.
-
-#### Properties
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **Description** | String | _[Get]_ Gets a brief debug description of this virtual camera, for use when displayiong debug info. |
-| **LiveChild** | ICinemachineCamera | _[Get,Set]_ Get the current "best" child virtual camera, that would be chosen if the State Driven Camera were active. |
-| **LiveChildOrSelf** | ICinemachineCamera | _[Get]_ Return the live child. |
-| **State** | CameraState | _[Get]_ The State of the current live child. |
-| **LookAt** | Transform | _[Get,Set]_ Get the current LookAt target. Returns parent's LookAt if parent is non-null and no specific LookAt defined for this camera. |
-| **Follow** | Transform | _[Get,Set]_ Get the current Follow target. Returns parent's Follow if parent is non-null and no specific Follow defined for this camera. |
-| **ChildCameras** | CinemachineVirtualCameraBase[] | _[Get]_ The list of child cameras. These are just the immediate children in the hierarchy. |
-| **IsBlending** | Boolean | _[Get]_ Is there a blend in progress? |
-
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **m_LookAt** | Transform | Default object for the camera children to look at (the aim target), if not specified in a child camera. May be empty if all of the children define targets of their own. |
-| **m_Follow** | Transform | Default object for the camera children wants to move with (the body target), if not specified in a child camera. May be empty if all of the children define targets of their own. |
-| **m_ShowDebugText** | Boolean | When enabled, the current child camera and blend will be indicated in the game window, for debugging. |
-| **m_EnableAllChildCameras** | Boolean | Force all child cameras to be enabled. This is useful if animating them in Timeline, but consumes extra resources. |
-| **m_ChildCameras** | CinemachineVirtualCameraBase[] | Internal API for the editor. Do not use this field. |
-| **m_Instructions** | Instruction[] | The set of instructions for enabling child cameras. |
-| **CinemachineGUIDebuggerCallback** | Action | This is deprecated. It is here to support the soon-to-be-removed Cinemachine Debugger in the Editor. |
-| **m_ExcludedPropertiesInInspector** | String[] | Inspector control - Use for hiding sections of the Inspector UI. |
-| **m_LockStageInInspector** | Stage[] | Inspector control - Use for enabling sections of the Inspector UI. |
-| **m_Priority** | Int32 | The priority will determine which camera becomes active based on the state of other cameras and this camera. Higher numbers have greater priority. |
-
-
-#### Methods
-
-``virtual Boolean IsLiveChild(ICinemachineCamera vcam)``
-
-Check whether the vcam a live child of this camera.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **vcam** | ICinemachineCamera | The Virtual Camera to check. |
-
-_Returns:_ True if the vcam is currently actively influencing the state of this vcam.
-``virtual Void OnTargetObjectWarped(Transform target, Vector3 positionDelta)``
-
-This is called to notify the vcam that a target got warped, so that the vcam can update its internal state to make the camera also warp seamlessy.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **target** | Transform | The object that was warped. |
-| **positionDelta** | Vector3 | The amount the target's position changed. |
-
-``virtual Void OnTransitionFromCamera(ICinemachineCamera fromCam, Vector3 worldUp, Single deltaTime)``
-
-Notification that this virtual camera is going live.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **fromCam** | ICinemachineCamera | The camera being deactivated. May be null. |
-| **worldUp** | Vector3 | Default world Up, set by the CinemachineBrain. |
-| **deltaTime** | Single | Delta time for time-based effects (ignore if less than or equal to 0). |
-
-``virtual Void InternalUpdateCameraState(Vector3 worldUp, Single deltaTime)``
-
-Called by CinemachineCore at designated update time so the vcam can position itself and track its targets. This implementation updates all the children, chooses the best one, and implements any required blending.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **worldUp** | Vector3 | Default world Up, set by the CinemachineBrain. |
-| **deltaTime** | Single | Delta time for time-based effects (ignore if less than or equal to 0). |
-
-``protected virtual Void OnEnable()``
-
-Makes sure the internal child cache is up to date.
-
-``Void OnTransformChildrenChanged()``
-
-Makes sure the internal child cache is up to date.
-
-``protected virtual Void OnGUI()``
-
-Displays the current active camera on the game screen, if requested.
-
-``Void ValidateInstructions()``
-
-Internal API for the inspector editor.
-
-
-
-### CinemachineBrain
-
-_Type:_ class
-
-_Namespace:_ Cinemachine
-
-_Inherits:_ MonoBehaviour
-
-
-CinemachineBrain is the link between the Unity Camera and the Cinemachine Virtual Cameras in the scene. It monitors the priority stack to choose the current Virtual Camera, and blend with another if necessary. Finally and most importantly, it applies the Virtual Camera state to the attached Unity Camera.
-
-The CinemachineBrain is also the place where rules for blending between virtual cameras are defined. Camera blending is an interpolation over time of one virtual camera position and state to another. If you think of virtual cameras as cameramen, then blending is a little like one cameraman smoothly passing the camera to another cameraman. You can specify the time over which to blend, as well as the blend curve shape. Note that a camera cut is just a zero-time blend.
-
-#### Properties
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **OutputCamera** | Camera | _[Get]_ Get the Unity Camera that is attached to this GameObject. This is the camera that will be controlled by the brain. |
-| **PostProcessingComponent** | Component | _[Get,Set]_ Internal support for opaque post-processing module. |
-| **SoloCamera** | ICinemachineCamera | _(static)_ _[Get,Set]_ API for the Unity Editor. Show this camera no matter what. This is static, and so affects all Cinemachine brains. |
-| **DefaultWorldUp** | Vector3 | _[Get]_ Get the default world up for the virtual cameras. |
-| **IsBlending** | Boolean | _[Get]_ Is there a blend in progress? |
-| **ActiveBlend** | CinemachineBlend | _[Get]_ Get the current blend in progress. Returns null if none. |
-| **ActiveVirtualCamera** | ICinemachineCamera | _[Get]_ Get the current active virtual camera. |
-| **CurrentCameraState** | CameraState | _[Get]_ The current state applied to the unity camera (may be the result of a blend). |
-
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **m_ShowDebugText** | Boolean | When enabled, the current camera and blend will be indicated in the game window, for debugging. |
-| **m_ShowCameraFrustum** | Boolean | When enabled, the camera's frustum will be shown at all times in the scene view. |
-| **m_IgnoreTimeScale** | Boolean | When enabled, the cameras will always respond in real-time to user input and damping, even if the game is running in slow motion. |
-| **m_WorldUpOverride** | Transform | If set, this object's Y axis will define the worldspace Up vector for all the virtual cameras. This is useful for instance in top-down game environments. If not set, Up is worldspace Y. Setting this appropriately is important, because Virtual Cameras don't like looking straight up or straight down. |
-| **m_UpdateMethod** | UpdateMethod | Use FixedUpdate if all your targets are animated during FixedUpdate (e.g. RigidBodies), LateUpdate if all your targets are animated during the normal Update loop, and SmartUpdate if you want Cinemachine to do the appropriate thing on a per-target basis. SmartUpdate is the recommended setting.
_Possible Values:_
- **FixedUpdate**: Virtual cameras are updated in sync with the Physics module, in FixedUpdate.
- **LateUpdate**: Virtual cameras are updated in MonoBehaviour LateUpdate.
- **SmartUpdate**: Virtual cameras are updated according to how the target is updated.
|
-| **m_DefaultBlend** | CinemachineBlendDefinition | The blend that is used in cases where you haven't explicitly defined a blend between two Virtual Cameras. |
-| **m_CustomBlends** | CinemachineBlenderSettings | This is the asset that contains custom settings for blends between specific virtual cameras in your scene. |
-| **m_CameraCutEvent** | BrainEvent | This event will fire whenever a virtual camera goes live and there is no blend. |
-| **m_CameraActivatedEvent** | VcamEvent | This event will fire whenever a virtual camera goes live. If a blend is involved, then the event will fire on the first frame of the blend. |
-
-
-#### Methods
-
-``static Color GetSoloGUIColor()``
-
-API for the Unity Editor.
-
-_Returns:_ Color used to indicate that a camera is in Solo mode.
-``Boolean IsLive(ICinemachineCamera vcam)``
-
-True if the ICinemachineCamera the current active camera, or part of a current blend, either directly or indirectly because its parents are live.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **vcam** | ICinemachineCamera | The camera to test whether it is live. |
-
-_Returns:_ True if the camera is live (directly or indirectly) or part of a blend in progress.
-
-
-### CinemachineClearShot
-
-_Type:_ class
-
-_Namespace:_ Cinemachine
-
-_Inherits:_ CinemachineVirtualCameraBase
-
-_Implements:_ ICinemachineCamera
-
-
-Cinemachine ClearShot is a "manager camera" that owns and manages a set of Virtual Camera gameObject children. When Live, the ClearShot will check the children, and choose the one with the best quality shot and make it Live.
-
-This can be a very powerful tool. If the child cameras have CinemachineCollider extensions, they will analyze the scene for target obstructions, optimal target distance, and other items, and report their assessment of shot quality back to the ClearShot parent, who will then choose the best one. You can use this to set up complex multi-camera coverage of a scene, and be assured that a clear shot of the target will always be available.
-
-If multiple child cameras have the same shot quality, the one with the highest priority will be chosen.
-
-You can also define custom blends between the ClearShot children.
-
-#### Properties
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **Description** | String | _[Get]_ Gets a brief debug description of this virtual camera, for use when displayiong debug info. |
-| **LiveChild** | ICinemachineCamera | _[Get,Set]_ Get the current "best" child virtual camera, that would be chosen if the ClearShot camera were active. |
-| **State** | CameraState | _[Get]_ The CameraState of the currently live child. |
-| **LiveChildOrSelf** | ICinemachineCamera | _[Get]_ Return the live child. |
-| **LookAt** | Transform | _[Get,Set]_ Get the current LookAt target. Returns parent's LookAt if parent is non-null and no specific LookAt defined for this camera. |
-| **Follow** | Transform | _[Get,Set]_ Get the current Follow target. Returns parent's Follow if parent is non-null and no specific Follow defined for this camera. |
-| **IsBlending** | Boolean | _[Get]_ Is there a blend in progress? |
-| **ChildCameras** | CinemachineVirtualCameraBase[] | _[Get]_ The list of child cameras. These are just the immediate children in the hierarchy. |
-
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **m_LookAt** | Transform | Default object for the camera children to look at (the aim target), if not specified in a child camera. May be empty if all children specify targets of their own. |
-| **m_Follow** | Transform | Default object for the camera children wants to move with (the body target), if not specified in a child camera. May be empty if all children specify targets of their own. |
-| **m_ShowDebugText** | Boolean | When enabled, the current child camera and blend will be indicated in the game window, for debugging. |
-| **m_ChildCameras** | CinemachineVirtualCameraBase[] | Internal API for the editor. Do not use this filed. |
-| **m_ActivateAfter** | Single | Wait this many seconds before activating a new child camera. |
-| **m_MinDuration** | Single | An active camera must be active for at least this many seconds. |
-| **m_RandomizeChoice** | Boolean | If checked, camera choice will be randomized if multiple cameras are equally desirable. Otherwise, child list order and child camera priority will be used. |
-| **m_DefaultBlend** | CinemachineBlendDefinition | The blend which is used if you don't explicitly define a blend between two Virtual Cameras. |
-| **m_CustomBlends** | CinemachineBlenderSettings | This is the asset which contains custom settings for specific blends. |
-| **CinemachineGUIDebuggerCallback** | Action | This is deprecated. It is here to support the soon-to-be-removed Cinemachine Debugger in the Editor. |
-| **m_ExcludedPropertiesInInspector** | String[] | Inspector control - Use for hiding sections of the Inspector UI. |
-| **m_LockStageInInspector** | Stage[] | Inspector control - Use for enabling sections of the Inspector UI. |
-| **m_Priority** | Int32 | The priority will determine which camera becomes active based on the state of other cameras and this camera. Higher numbers have greater priority. |
-
-
-#### Methods
-
-``virtual Boolean IsLiveChild(ICinemachineCamera vcam)``
-
-Check whether the vcam a live child of this camera.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **vcam** | ICinemachineCamera | The Virtual Camera to check. |
-
-_Returns:_ True if the vcam is currently actively influencing the state of this vcam.
-``virtual Void OnTargetObjectWarped(Transform target, Vector3 positionDelta)``
-
-This is called to notify the vcam that a target got warped, so that the vcam can update its internal state to make the camera also warp seamlessy.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **target** | Transform | The object that was warped. |
-| **positionDelta** | Vector3 | The amount the target's position changed. |
-
-``virtual Void InternalUpdateCameraState(Vector3 worldUp, Single deltaTime)``
-
-Internal use only. Called by CinemachineCore at designated update time so the vcam can position itself and track its targets. This implementation updates all the children, chooses the best one, and implements any required blending.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **worldUp** | Vector3 | Default world Up, set by the CinemachineBrain. |
-| **deltaTime** | Single | Delta time for time-based effects (ignore if less than 0). |
-
-``protected virtual Void OnEnable()``
-
-Makes sure the internal child cache is up to date.
-
-``Void OnTransformChildrenChanged()``
-
-Makes sure the internal child cache is up to date.
-
-``protected virtual Void OnGUI()``
-
-Displays the current active camera on the game screen, if requested.
-
-``Void ResetRandomization()``
-
-If RandomizeChoice is enabled, call this to re-randomize the children next frame. This is useful if you want to freshen up the shot.
-
-``virtual Void OnTransitionFromCamera(ICinemachineCamera fromCam, Vector3 worldUp, Single deltaTime)``
-
-Notification that this virtual camera is going live. This implementation resets the child randomization.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **fromCam** | ICinemachineCamera | The camera being deactivated. May be null. |
-| **worldUp** | Vector3 | Default world Up, set by the CinemachineBrain. |
-| **deltaTime** | Single | Delta time for time-based effects (ignore if less than or equal to 0). |
-
-
-
-### CinemachineCollider
-
-_Type:_ class
-
-_Namespace:_ Cinemachine
-
-_Inherits:_ CinemachineExtension
-
-
-An add-on module for Cinemachine Virtual Camera that post-processes the final position of the virtual camera. Based on the supplied settings, the Collider will attempt to preserve the line of sight with the LookAt target of the virtual camera by moving away from objects that will obstruct the view.
-
-Additionally, the Collider can be used to assess the shot quality and report this as a field in the camera State.
-
-#### Properties
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **DebugPaths** | List`1 | _[Get]_ Inspector API for debugging collision resolution path. |
-
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **m_CollideAgainst** | LayerMask | The Unity layer mask against which the collider will raycast. |
-| **m_IgnoreTag** | String | Obstacles with this tag will be ignored. It is a good idea to set this field to the target's tag. |
-| **m_MinimumDistanceFromTarget** | Single | Obstacles closer to the target than this will be ignored. |
-| **m_AvoidObstacles** | Boolean | When enabled, will attempt to resolve situations where the line of sight to the target is blocked by an obstacle. |
-| **m_DistanceLimit** | Single | The maximum raycast distance when checking if the line of sight to this camera's target is clear. If the setting is 0 or less, the current actual distance to target will be used. |
-| **m_CameraRadius** | Single | Camera will try to maintain this distance from any obstacle. Try to keep this value small. Increase it if you are seeing inside obstacles due to a large FOV on the camera. |
-| **m_Strategy** | ResolutionStrategy | The way in which the Collider will attempt to preserve sight of the target.
_Possible Values:_
- **PullCameraForward**
- **PreserveCameraHeight**
- **PreserveCameraDistance**
|
-| **m_MaximumEffort** | Int32 | Upper limit on how many obstacle hits to process. Higher numbers may impact performance. In most environments, 4 is enough. |
-| **m_Damping** | Single | The gradualness of collision resolution. Higher numbers will move the camera more gradually away from obstructions. |
-| **m_OptimalTargetDistance** | Single | If greater than zero, a higher score will be given to shots when the target is closer to this distance. Set this to zero to disable this feature. |
-
-
-#### Methods
-
-``Boolean IsTargetObscured(ICinemachineCamera vcam)``
-
-See wheter an object is blocking the camera's view of the target.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **vcam** | ICinemachineCamera | The virtual camera in question. This might be different from the virtual camera that owns the collider, in the event that the camera has children. |
-
-_Returns:_ True if something is blocking the view.
-``Boolean CameraWasDisplaced(CinemachineVirtualCameraBase vcam)``
-
-See whether the virtual camera has been moved nby the collider.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **vcam** | CinemachineVirtualCameraBase | The virtual camera in question. This might be different from the virtual camera that owns the collider, in the event that the camera has children. |
-
-_Returns:_ True if the virtual camera has been displaced due to collision or target obstruction.
-``protected virtual Void OnDestroy()``
-
-Cleanup.
-
-``protected virtual Void PostPipelineStageCallback(CinemachineVirtualCameraBase vcam, Stage stage, CameraState& state, Single deltaTime)``
-
-Callcack to to the collision resolution and shot evaluation.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **vcam** | CinemachineVirtualCameraBase | |
-| **stage** | Stage | |
-| **state** | CameraState& | |
-| **deltaTime** | Single | |
-
-
-
-### CinemachineComposer
-
-_Type:_ class
-
-_Namespace:_ Cinemachine
-
-_Inherits:_ CinemachineComponentBase
-
-
-This is a CinemachineComponent in the Aim section of the component pipeline. Its job is to aim the camera at the vcam's LookAt target object, with configurable offsets, damping, and composition rules.
-
-The composer does not change the camera's position. It will only pan and tilt the camera where it is, in order to get the desired framing. To move the camera, you have to use the virtual camera's Body section.
-
-#### Properties
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **IsValid** | Boolean | _[Get]_ True if component is enabled and has a LookAt defined. |
-| **Stage** | Stage | _[Get]_ Get the Cinemachine Pipeline stage that this component implements. Always returns the Aim stage.
_Possible Values:_
- **Body**
- **Aim**
- **Noise**
- **Finalize**
|
-| **TrackedPoint** | Vector3 | _[Get]_ Internal API for inspector. |
-| **SoftGuideRect** | Rect | _[Get,Set]_ Internal API for the inspector editor. |
-| **HardGuideRect** | Rect | _[Get,Set]_ Internal API for the inspector editor. |
-
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **OnGUICallback** | Action | Used by the Inspector Editor to display on-screen guides. |
-| **m_TrackedObjectOffset** | Vector3 | Target offset from the target object's center in target-local space. Use this to fine-tune the tracking target position when the desired area is not the tracked object's center. |
-| **m_LookaheadTime** | Single | This setting will instruct the composer to adjust its target offset based on the motion of the target. The composer will look at a point where it estimates the target will be this many seconds into the future. Note that this setting is sensitive to noisy animation, and can amplify the noise, resulting in undesirable camera jitter. If the camera jitters unacceptably when the target is in motion, turn down this setting, or animate the target more smoothly. |
-| **m_LookaheadSmoothing** | Single | Controls the smoothness of the lookahead algorithm. Larger values smooth out jittery predictions and also increase prediction lag. |
-| **m_LookaheadIgnoreY** | Boolean | If checked, movement along the Y axis will be ignored for lookahead calculations. |
-| **m_HorizontalDamping** | Single | How aggressively the camera tries to follow the target in the screen-horizontal direction. Small numbers are more responsive, rapidly orienting the camera to keep the target in the dead zone. Larger numbers give a more heavy slowly responding camera. Using different vertical and horizontal settings can yield a wide range of camera behaviors. |
-| **m_VerticalDamping** | Single | How aggressively the camera tries to follow the target in the screen-vertical direction. Small numbers are more responsive, rapidly orienting the camera to keep the target in the dead zone. Larger numbers give a more heavy slowly responding camera. Using different vertical and horizontal settings can yield a wide range of camera behaviors. |
-| **m_ScreenX** | Single | Horizontal screen position for target. The camera will rotate to position the tracked object here. |
-| **m_ScreenY** | Single | Vertical screen position for target, The camera will rotate to position the tracked object here. |
-| **m_DeadZoneWidth** | Single | Camera will not rotate horizontally if the target is within this range of the position. |
-| **m_DeadZoneHeight** | Single | Camera will not rotate vertically if the target is within this range of the position. |
-| **m_SoftZoneWidth** | Single | When target is within this region, camera will gradually rotate horizontally to re-align towards the desired position, depending on the damping speed. |
-| **m_SoftZoneHeight** | Single | When target is within this region, camera will gradually rotate vertically to re-align towards the desired position, depending on the damping speed. |
-| **m_BiasX** | Single | A non-zero bias will move the target position horizontally away from the center of the soft zone. |
-| **m_BiasY** | Single | A non-zero bias will move the target position vertically away from the center of the soft zone. |
-
-
-#### Methods
-
-``protected virtual Vector3 GetLookAtPointAndSetTrackedPoint(Vector3 lookAt)``
-
-Apply the target offsets to the target location. Also set the TrackedPoint property, taking lookahead into account.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **lookAt** | Vector3 | The unoffset LookAt point. |
-
-_Returns:_ The LookAt point with the offset applied.
-``virtual Void OnTargetObjectWarped(Transform target, Vector3 positionDelta)``
-
-This is called to notify the us that a target got warped, so that we can update its internal state to make the camera also warp seamlessy.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **target** | Transform | The object that was warped. |
-| **positionDelta** | Vector3 | The amount the target's position changed. |
-
-``virtual Void PrePipelineMutateCameraState(CameraState& curState)``
-
-
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **curState** | CameraState& | |
-
-``virtual Void MutateCameraState(CameraState& curState, Single deltaTime)``
-
-Applies the composer rules and orients the camera accordingly.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **curState** | CameraState& | The current camera state. |
-| **deltaTime** | Single | Used for calculating damping. If less than zero, then target will snap to the center of the dead zone. |
-
-
-
-### CinemachineConfiner
-
-_Type:_ class
-
-_Namespace:_ Cinemachine
-
-_Inherits:_ CinemachineExtension
-
-
-An add-on module for Cinemachine Virtual Camera that post-processes the final position of the virtual camera. It will confine the virtual camera's position to the volume specified in the Bounding Volume field.
-
-#### Properties
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **IsValid** | Boolean | _[Get]_ Check if the bounding volume is defined. |
-
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **m_ConfineMode** | Mode | The confiner can operate using a 2D bounding shape or a 3D bounding volume.
_Possible Values:_
- **Confine2D**
- **Confine3D**
|
-| **m_BoundingVolume** | Collider | The volume within which the camera is to be contained. |
-| **m_BoundingShape2D** | Collider2D | The 2D shape within which the camera is to be contained. |
-| **m_ConfineScreenEdges** | Boolean | If camera is orthographic, screen edges will be confined to the volume. If not checked, then only the camera center will be confined. |
-| **m_Damping** | Single | How gradually to return the camera to the bounding volume if it goes beyond the borders. Higher numbers are more gradual. |
-
-
-#### Methods
-
-``Boolean CameraWasDisplaced(CinemachineVirtualCameraBase vcam)``
-
-See whether the virtual camera has been moved by the confiner.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **vcam** | CinemachineVirtualCameraBase | The virtual camera in question. This might be different from the virtual camera that owns the confiner, in the event that the camera has children. |
-
-_Returns:_ True if the virtual camera has been repositioned.
-``protected virtual Void PostPipelineStageCallback(CinemachineVirtualCameraBase vcam, Stage stage, CameraState& state, Single deltaTime)``
-
-Callback to to the camera confining.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **vcam** | CinemachineVirtualCameraBase | |
-| **stage** | Stage | |
-| **state** | CameraState& | |
-| **deltaTime** | Single | |
-
-``Void InvalidatePathCache()``
-
-Call this if the bounding shape's points change at runtime.
-
-
-
-### CinemachineDollyCart
-
-_Type:_ class
-
-_Namespace:_ Cinemachine
-
-_Inherits:_ MonoBehaviour
-
-
-This is a very simple behaviour that constrains its transform to a CinemachinePath. It can be used to animate any objects along a path, or as a Follow target for Cinemachine Virtual Cameras.
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **m_Path** | CinemachinePathBase | The path to follow. |
-| **m_UpdateMethod** | UpdateMethod | When to move the cart, if Velocity is non-zero.
_Possible Values:_
- **Update**
- **FixedUpdate**
|
-| **m_PositionUnits** | PositionUnits | How to interpret the Path Position. If set to Path Units, values are as follows: 0 represents the first waypoint on the path, 1 is the second, and so on. Values in-between are points on the path in between the waypoints. If set to Distance, then Path Position represents distance along the path.
_Possible Values:_
- **PathUnits**
- **Distance**
- **Normalized**
|
-| **m_Speed** | Single | Move the cart with this speed along the path. The value is interpreted according to the Position Units setting. |
-| **m_Position** | Single | The position along the path at which the cart will be placed. This can be animated directly or, if the velocity is non-zero, will be updated automatically. The value is interpreted according to the Position Units setting. |
-
-
-
-### CinemachineExternalCamera
-
-_Type:_ class
-
-_Namespace:_ Cinemachine
-
-_Inherits:_ CinemachineVirtualCameraBase
-
-_Implements:_ ICinemachineCamera
-
-
-This component will expose a non-cinemachine camera to the cinemachine system, allowing it to participate in blends. Just add it as a component alongside an existing Unity Camera component.
-
-#### Properties
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **State** | CameraState | _[Get]_ Get the CameraState, as we are able to construct one from the Unity Camera. |
-| **LookAt** | Transform | _[Get,Set]_ The object that the camera is looking at. |
-| **Follow** | Transform | _[Get,Set]_ This vcam defines no targets. |
-
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **m_LookAt** | Transform | The object that the camera is looking at. Setting this will improve the quality of the blends to and from this camera. |
-| **m_PositionBlending** | PositionBlendMethod | Hint for blending positions to and from this virtual camera.
_Possible Values:_
- **Linear**
- **Spherical**
- **Cylindrical**
|
-| **CinemachineGUIDebuggerCallback** | Action | This is deprecated. It is here to support the soon-to-be-removed Cinemachine Debugger in the Editor. |
-| **m_ExcludedPropertiesInInspector** | String[] | Inspector control - Use for hiding sections of the Inspector UI. |
-| **m_LockStageInInspector** | Stage[] | Inspector control - Use for enabling sections of the Inspector UI. |
-| **m_Priority** | Int32 | The priority will determine which camera becomes active based on the state of other cameras and this camera. Higher numbers have greater priority. |
-
-
-#### Methods
-
-``virtual Void InternalUpdateCameraState(Vector3 worldUp, Single deltaTime)``
-
-Internal use only. Do not call this method.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **worldUp** | Vector3 | |
-| **deltaTime** | Single | |
-
-
-
-### CinemachineFollowZoom
-
-_Type:_ class
-
-_Namespace:_ Cinemachine
-
-_Inherits:_ CinemachineExtension
-
-
-An add-on module for Cinemachine Virtual Camera that adjusts the FOV of the lens to keep the target object at a constant size on the screen, regardless of camera and target position.
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **m_Width** | Single | The shot width to maintain, in world units, at target distance. |
-| **m_Damping** | Single | Increase this value to soften the aggressiveness of the follow-zoom. Small numbers are more responsive, larger numbers give a more heavy slowly responding camera. |
-| **m_MinFOV** | Single | Lower limit for the FOV that this behaviour will generate. |
-| **m_MaxFOV** | Single | Upper limit for the FOV that this behaviour will generate. |
-
-
-#### Methods
-
-``protected virtual Void PostPipelineStageCallback(CinemachineVirtualCameraBase vcam, Stage stage, CameraState& state, Single deltaTime)``
-
-Callback to preform the zoom adjustment.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **vcam** | CinemachineVirtualCameraBase | |
-| **stage** | Stage | |
-| **state** | CameraState& | |
-| **deltaTime** | Single | |
-
-
-
-### CinemachineFramingTransposer
-
-_Type:_ class
-
-_Namespace:_ Cinemachine
-
-_Inherits:_ CinemachineComponentBase
-
-
-This is a Cinemachine Component in the Body section of the component pipeline. Its job is to position the camera in a fixed screen-space relationship to the vcam's Follow target object, with offsets and damping.
-
-The camera will be first moved along the camera Z axis until the Follow target is at the desired distance from the camera's X-Y plane. The camera will then be moved in its XY plane until the Follow target is at the desired point on the camera's screen.
-
-The FramingTansposer will only change the camera's position in space. It will not re-orient or otherwise aim the camera.
-
-For this component to work properly, the vcam's LookAt target must be null. The Follow target will define what the camera is looking at.
-
-If the Follow target is a CinemachineTargetGroup, then additional controls will be available to dynamically adjust the camera's view in order to frame the entire group.
-
-Although this component was designed for orthographic cameras, it works equally well with persective cameras and can be used in 3D environments.
-
-#### Properties
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **SoftGuideRect** | Rect | _[Get,Set]_ Internal API for the inspector editor. |
-| **HardGuideRect** | Rect | _[Get,Set]_ Internal API for the inspector editor. |
-| **IsValid** | Boolean | _[Get]_ True if component is enabled and has a valid Follow target. |
-| **Stage** | Stage | _[Get]_ Get the Cinemachine Pipeline stage that this component implements. Always returns the Body stage.
_Possible Values:_
- **Body**
- **Aim**
- **Noise**
- **Finalize**
|
-| **TrackedPoint** | Vector3 | _[Get]_ Internal API for inspector. |
-| **m_LastBounds** | Bounds | _[Get]_ For editor visulaization of the calculated bounding box of the group. |
-| **m_lastBoundsMatrix** | Matrix4x4 | _[Get]_ For editor visualization of the calculated bounding box of the group. |
-| **TargetGroup** | CinemachineTargetGroup | _[Get]_ Get Follow target as CinemachineTargetGroup, or null if target is not a group. |
-
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **OnGUICallback** | Action | Used by the Inspector Editor to display on-screen guides. |
-| **m_LookaheadTime** | Single | This setting will instruct the composer to adjust its target offset based on the motion of the target. The composer will look at a point where it estimates the target will be this many seconds into the future. Note that this setting is sensitive to noisy animation, and can amplify the noise, resulting in undesirable camera jitter. If the camera jitters unacceptably when the target is in motion, turn down this setting, or animate the target more smoothly. |
-| **m_LookaheadSmoothing** | Single | Controls the smoothness of the lookahead algorithm. Larger values smooth out jittery predictions and also increase prediction lag. |
-| **m_LookaheadIgnoreY** | Boolean | If checked, movement along the Y axis will be ignored for lookahead calculations. |
-| **m_XDamping** | Single | How aggressively the camera tries to maintain the offset in the X-axis. Small numbers are more responsive, rapidly translating the camera to keep the target's x-axis offset. Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors. |
-| **m_YDamping** | Single | How aggressively the camera tries to maintain the offset in the Y-axis. Small numbers are more responsive, rapidly translating the camera to keep the target's y-axis offset. Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors. |
-| **m_ZDamping** | Single | How aggressively the camera tries to maintain the offset in the Z-axis. Small numbers are more responsive, rapidly translating the camera to keep the target's z-axis offset. Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors. |
-| **m_ScreenX** | Single | Horizontal screen position for target. The camera will move to position the tracked object here. |
-| **m_ScreenY** | Single | Vertical screen position for target, The camera will move to position the tracked object here. |
-| **m_CameraDistance** | Single | The distance along the camera axis that will be maintained from the Follow target. |
-| **m_DeadZoneWidth** | Single | Camera will not move horizontally if the target is within this range of the position. |
-| **m_DeadZoneHeight** | Single | Camera will not move vertically if the target is within this range of the position. |
-| **m_DeadZoneDepth** | Single | The camera will not move along its z-axis if the Follow target is within this distance of the specified camera distance. |
-| **m_UnlimitedSoftZone** | Boolean | If checked, then then soft zone will be unlimited in size. |
-| **m_SoftZoneWidth** | Single | When target is within this region, camera will gradually move horizontally to re-align towards the desired position, depending on the damping speed. |
-| **m_SoftZoneHeight** | Single | When target is within this region, camera will gradually move vertically to re-align towards the desired position, depending on the damping speed. |
-| **m_BiasX** | Single | A non-zero bias will move the target position horizontally away from the center of the soft zone. |
-| **m_BiasY** | Single | A non-zero bias will move the target position vertically away from the center of the soft zone. |
-| **m_GroupFramingMode** | FramingMode | What screen dimensions to consider when framing. Can be Horizontal, Vertical, or both.
_Possible Values:_
- **Horizontal**: Consider only the horizontal dimension. Vertical framing is ignored.
- **Vertical**: Consider only the vertical dimension. Horizontal framing is ignored.
- **HorizontalAndVertical**: The larger of the horizontal and vertical dimensions will dominate, to get the best fit.
- **None**: Don't do any framing adjustment.
|
-| **m_AdjustmentMode** | AdjustmentMode | How to adjust the camera to get the desired framing. You can zoom, dolly in/out, or do both.
_Possible Values:_
- **ZoomOnly**
- **DollyOnly**
- **DollyThenZoom**
|
-| **m_GroupFramingSize** | Single | The bounding box of the targets should occupy this amount of the screen space. 1 means fill the whole screen. 0.5 means fill half the screen, etc. |
-| **m_MaxDollyIn** | Single | The maximum distance toward the target that this behaviour is allowed to move the camera. |
-| **m_MaxDollyOut** | Single | The maximum distance away the target that this behaviour is allowed to move the camera. |
-| **m_MinimumDistance** | Single | Set this to limit how close to the target the camera can get. |
-| **m_MaximumDistance** | Single | Set this to limit how far from the target the camera can get. |
-| **m_MinimumFOV** | Single | If adjusting FOV, will not set the FOV lower than this. |
-| **m_MaximumFOV** | Single | If adjusting FOV, will not set the FOV higher than this. |
-| **m_MinimumOrthoSize** | Single | If adjusting Orthographic Size, will not set it lower than this. |
-| **m_MaximumOrthoSize** | Single | If adjusting Orthographic Size, will not set it higher than this. |
-
-
-#### Methods
-
-``virtual Void OnTargetObjectWarped(Transform target, Vector3 positionDelta)``
-
-This is called to notify the us that a target got warped, so that we can update its internal state to make the camera also warp seamlessy.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **target** | Transform | The object that was warped. |
-| **positionDelta** | Vector3 | The amount the target's position changed. |
-
-``virtual Void MutateCameraState(CameraState& curState, Single deltaTime)``
-
-Positions the virtual camera according to the transposer rules.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **curState** | CameraState& | The current camera state. |
-| **deltaTime** | Single | Used for damping. If less than 0, no damping is done. |
-
-
-
-### CinemachineFreeLook
-
-_Type:_ class
-
-_Namespace:_ Cinemachine
-
-_Inherits:_ CinemachineVirtualCameraBase
-
-_Implements:_ ICinemachineCamera
-
-
-A Cinemachine Camera geared towards a 3rd person camera experience. The camera orbits around its subject with three separate camera rigs defining rings around the target. Each rig has its own radius, height offset, composer, and lens settings. Depending on the camera's position along the spline connecting these three rigs, these settings are interpolated to give the final camera position and state.
-
-#### Properties
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **RigNames** | String[] | _(static)_ _[Get]_ Names of the 3 child rigs. |
-| **State** | CameraState | _[Get]_ The cacmera state, which will be a blend of the child rig states. |
-| **LookAt** | Transform | _[Get,Set]_ Get the current LookAt target. Returns parent's LookAt if parent is non-null and no specific LookAt defined for this camera. |
-| **Follow** | Transform | _[Get,Set]_ Get the current Follow target. Returns parent's Follow if parent is non-null and no specific Follow defined for this camera. |
-| **LiveChildOrSelf** | ICinemachineCamera | _[Get]_ Returns the rig with the greatest weight. |
-
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **m_LookAt** | Transform | Object for the camera children to look at (the aim target). |
-| **m_Follow** | Transform | Object for the camera children wants to move with (the body target). |
-| **m_PositionBlending** | PositionBlendMethod | Hint for blending positions to and from this virtual camera.
_Possible Values:_
- **Linear**
- **Spherical**
- **Cylindrical**
|
-| **m_CommonLens** | Boolean | If enabled, this lens setting will apply to all three child rigs, otherwise the child rig lens settings will be used. |
-| **m_Lens** | LensSettings | Specifies the lens properties of this Virtual Camera. This generally mirrors the Unity Camera's lens settings, and will be used to drive the Unity camera when the vcam is active. |
-| **m_YAxis** | AxisState | The Vertical axis. Value is 0..1. Chooses how to blend the child rigs. |
-| **m_YAxisRecentering** | Recentering | Controls how automatic recentering of the Y axis is accomplished. |
-| **m_XAxis** | AxisState | The Horizontal axis. Value is -180...180. This is passed on to the rigs' OrbitalTransposer component. |
-| **m_Heading** | Heading | The definition of Forward. Camera will follow behind. |
-| **m_RecenterToTargetHeading** | Recentering | Controls how automatic recentering of the X axis is accomplished. |
-| **m_BindingMode** | BindingMode | The coordinate space to use when interpreting the offset from the target. This is also used to set the camera's Up vector, which will be maintained when aiming the camera.
_Possible Values:_
- **LockToTargetOnAssign**: Camera will be bound to the Follow target using a frame of reference consisting of the target's local frame at the moment when the virtual camera was enabled, or when the target was assigned.
- **LockToTargetWithWorldUp**: Camera will be bound to the Follow target using a frame of reference consisting of the target's local frame, with the tilt and roll zeroed out.
- **LockToTargetNoRoll**: Camera will be bound to the Follow target using a frame of reference consisting of the target's local frame, with the roll zeroed out.
- **LockToTarget**: Camera will be bound to the Follow target using the target's local frame.
- **WorldSpace**: Camera will be bound to the Follow target using a world space offset.
- **SimpleFollowWithWorldUp**: Offsets will be calculated relative to the target, using Camera-local axes.
|
-| **m_SplineCurvature** | Single | Controls how taut is the line that connects the rigs' orbits, which determines final placement on the Y axis. |
-| **m_Orbits** | Orbit[] | The radius and height of the three orbiting rigs. |
-| **CinemachineGUIDebuggerCallback** | Action | This is deprecated. It is here to support the soon-to-be-removed Cinemachine Debugger in the Editor. |
-| **m_ExcludedPropertiesInInspector** | String[] | Inspector control - Use for hiding sections of the Inspector UI. |
-| **m_LockStageInInspector** | Stage[] | Inspector control - Use for enabling sections of the Inspector UI. |
-| **m_Priority** | Int32 | The priority will determine which camera becomes active based on the state of other cameras and this camera. Higher numbers have greater priority. |
-
-
-#### Methods
-
-``protected virtual Void OnValidate()``
-
-Enforce bounds for fields, when changed in inspector.
-
-``CinemachineVirtualCamera GetRig(Int32 i)``
-
-Get a child rig.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **i** | Int32 | Rig index. Can be 0, 1, or 2. |
-
-_Returns:_ The rig, or null if index is bad.
-``protected virtual Void OnEnable()``
-
-Updates the child rig cache.
-
-``protected virtual Void OnDestroy()``
-
-Makes sure that the child rigs get destroyed in an undo-firndly manner. Invalidates the rig cache.
-
-``virtual Boolean IsLiveChild(ICinemachineCamera vcam)``
-
-Check whether the vcam a live child of this camera. Returns true if the child is currently contributing actively to the camera state.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **vcam** | ICinemachineCamera | The Virtual Camera to check. |
-
-_Returns:_ True if the vcam is currently actively influencing the state of this vcam.
-``virtual Void OnTargetObjectWarped(Transform target, Vector3 positionDelta)``
-
-This is called to notify the vcam that a target got warped, so that the vcam can update its internal state to make the camera also warp seamlessy.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **target** | Transform | The object that was warped. |
-| **positionDelta** | Vector3 | The amount the target's position changed. |
-
-``virtual Void InternalUpdateCameraState(Vector3 worldUp, Single deltaTime)``
-
-Internal use only. Called by CinemachineCore at designated update time so the vcam can position itself and track its targets. All 3 child rigs are updated, and a blend calculated, depending on the value of the Y axis.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **worldUp** | Vector3 | Default world Up, set by the CinemachineBrain. |
-| **deltaTime** | Single | Delta time for time-based effects (ignore if less than 0). |
-
-``virtual Void OnTransitionFromCamera(ICinemachineCamera fromCam, Vector3 worldUp, Single deltaTime)``
-
-If we are transitioning from another FreeLook, grab the axis values from it.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **fromCam** | ICinemachineCamera | The camera being deactivated. May be null. |
-| **worldUp** | Vector3 | Default world Up, set by the CinemachineBrain. |
-| **deltaTime** | Single | Delta time for time-based effects (ignore if less than or equal to 0). |
-
-``Vector3 GetLocalPositionForCameraFromInput(Single t)``
-
-Returns the local position of the camera along the spline used to connect the three camera rigs. Does not take into account the current heading of the camera (or its target).
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **t** | Single | The t-value for the camera on its spline. Internally clamped to the value [0,1]. |
-
-_Returns:_ The local offset (back + up) of the camera WRT its target based on the supplied t-value.
-
-
-### CinemachineGroupComposer
-
-_Type:_ class
-
-_Namespace:_ Cinemachine
-
-_Inherits:_ CinemachineComposer
-
-
-This is a CinemachineComponent in the Aim section of the component pipeline. Its job is to aim the camera at a target object, with configurable offsets, damping, and composition rules.
-
-In addition, if the target is a CinemachineTargetGroup, the behaviour will adjust the FOV and the camera distance to ensure that the entire group of targets is framed properly.
-
-#### Properties
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **TargetGroup** | CinemachineTargetGroup | _[Get]_ Get LookAt target as CinemachineTargetGroup, or null if target is not a group. |
-| **m_LastBounds** | Bounds | _[Get]_ For editor visulaization of the calculated bounding box of the group. |
-| **m_lastBoundsMatrix** | Matrix4x4 | _[Get]_ For editor visualization of the calculated bounding box of the group. |
-
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **m_GroupFramingSize** | Single | The bounding box of the targets should occupy this amount of the screen space. 1 means fill the whole screen. 0.5 means fill half the screen, etc. |
-| **m_FramingMode** | FramingMode | What screen dimensions to consider when framing. Can be Horizontal, Vertical, or both.
_Possible Values:_
- **Horizontal**: Consider only the horizontal dimension. Vertical framing is ignored.
- **Vertical**: Consider only the vertical dimension. Horizontal framing is ignored.
- **HorizontalAndVertical**: The larger of the horizontal and vertical dimensions will dominate, to get the best fit.
|
-| **m_FrameDamping** | Single | How aggressively the camera tries to frame the group. Small numbers are more responsive, rapidly adjusting the camera to keep the group in the frame. Larger numbers give a more heavy slowly responding camera. |
-| **m_AdjustmentMode** | AdjustmentMode | How to adjust the camera to get the desired framing. You can zoom, dolly in/out, or do both.
_Possible Values:_
- **ZoomOnly**
- **DollyOnly**
- **DollyThenZoom**
|
-| **m_MaxDollyIn** | Single | The maximum distance toward the target that this behaviour is allowed to move the camera. |
-| **m_MaxDollyOut** | Single | The maximum distance away the target that this behaviour is allowed to move the camera. |
-| **m_MinimumDistance** | Single | Set this to limit how close to the target the camera can get. |
-| **m_MaximumDistance** | Single | Set this to limit how far from the target the camera can get. |
-| **m_MinimumFOV** | Single | If adjusting FOV, will not set the FOV lower than this. |
-| **m_MaximumFOV** | Single | If adjusting FOV, will not set the FOV higher than this. |
-| **m_MinimumOrthoSize** | Single | If adjusting Orthographic Size, will not set it lower than this. |
-| **m_MaximumOrthoSize** | Single | If adjusting Orthographic Size, will not set it higher than this. |
-| **OnGUICallback** | Action | Used by the Inspector Editor to display on-screen guides. |
-| **m_TrackedObjectOffset** | Vector3 | Target offset from the target object's center in target-local space. Use this to fine-tune the tracking target position when the desired area is not the tracked object's center. |
-| **m_LookaheadTime** | Single | This setting will instruct the composer to adjust its target offset based on the motion of the target. The composer will look at a point where it estimates the target will be this many seconds into the future. Note that this setting is sensitive to noisy animation, and can amplify the noise, resulting in undesirable camera jitter. If the camera jitters unacceptably when the target is in motion, turn down this setting, or animate the target more smoothly. |
-| **m_LookaheadSmoothing** | Single | Controls the smoothness of the lookahead algorithm. Larger values smooth out jittery predictions and also increase prediction lag. |
-| **m_LookaheadIgnoreY** | Boolean | If checked, movement along the Y axis will be ignored for lookahead calculations. |
-| **m_HorizontalDamping** | Single | How aggressively the camera tries to follow the target in the screen-horizontal direction. Small numbers are more responsive, rapidly orienting the camera to keep the target in the dead zone. Larger numbers give a more heavy slowly responding camera. Using different vertical and horizontal settings can yield a wide range of camera behaviors. |
-| **m_VerticalDamping** | Single | How aggressively the camera tries to follow the target in the screen-vertical direction. Small numbers are more responsive, rapidly orienting the camera to keep the target in the dead zone. Larger numbers give a more heavy slowly responding camera. Using different vertical and horizontal settings can yield a wide range of camera behaviors. |
-| **m_ScreenX** | Single | Horizontal screen position for target. The camera will rotate to position the tracked object here. |
-| **m_ScreenY** | Single | Vertical screen position for target, The camera will rotate to position the tracked object here. |
-| **m_DeadZoneWidth** | Single | Camera will not rotate horizontally if the target is within this range of the position. |
-| **m_DeadZoneHeight** | Single | Camera will not rotate vertically if the target is within this range of the position. |
-| **m_SoftZoneWidth** | Single | When target is within this region, camera will gradually rotate horizontally to re-align towards the desired position, depending on the damping speed. |
-| **m_SoftZoneHeight** | Single | When target is within this region, camera will gradually rotate vertically to re-align towards the desired position, depending on the damping speed. |
-| **m_BiasX** | Single | A non-zero bias will move the target position horizontally away from the center of the soft zone. |
-| **m_BiasY** | Single | A non-zero bias will move the target position vertically away from the center of the soft zone. |
-
-
-#### Methods
-
-``virtual Void MutateCameraState(CameraState& curState, Single deltaTime)``
-
-Applies the composer rules and orients the camera accordingly.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **curState** | CameraState& | The current camera state. |
-| **deltaTime** | Single | Used for calculating damping. If less than zero, then target will snap to the center of the dead zone. |
-
-
-
-### CinemachineHardLockToTarget
-
-_Type:_ class
-
-_Namespace:_ Cinemachine
-
-_Inherits:_ CinemachineComponentBase
-
-
-This is a CinemachineComponent in the Aim section of the component pipeline. Its job is to place the camera on the Follow Target.
-
-#### Properties
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **IsValid** | Boolean | _[Get]_ True if component is enabled and has a LookAt defined. |
-| **Stage** | Stage | _[Get]_ Get the Cinemachine Pipeline stage that this component implements. Always returns the Aim stage.
_Possible Values:_
- **Body**
- **Aim**
- **Noise**
- **Finalize**
|
-
-
-#### Methods
-
-``virtual Void MutateCameraState(CameraState& curState, Single deltaTime)``
-
-Applies the composer rules and orients the camera accordingly.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **curState** | CameraState& | The current camera state. |
-| **deltaTime** | Single | Used for calculating damping. If less than zero, then target will snap to the center of the dead zone. |
-
-
-
-### CinemachineHardLookAt
-
-_Type:_ class
-
-_Namespace:_ Cinemachine
-
-_Inherits:_ CinemachineComponentBase
-
-
-This is a CinemachineComponent in the Aim section of the component pipeline. Its job is to aim the camera hard at the LookAt target.
-
-#### Properties
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **IsValid** | Boolean | _[Get]_ True if component is enabled and has a LookAt defined. |
-| **Stage** | Stage | _[Get]_ Get the Cinemachine Pipeline stage that this component implements. Always returns the Aim stage.
_Possible Values:_
- **Body**
- **Aim**
- **Noise**
- **Finalize**
|
-
-
-#### Methods
-
-``virtual Void MutateCameraState(CameraState& curState, Single deltaTime)``
-
-Applies the composer rules and orients the camera accordingly.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **curState** | CameraState& | The current camera state. |
-| **deltaTime** | Single | Used for calculating damping. If less than zero, then target will snap to the center of the dead zone. |
-
-
-
-### CinemachineMixingCamera
-
-_Type:_ class
-
-_Namespace:_ Cinemachine
-
-_Inherits:_ CinemachineVirtualCameraBase
-
-_Implements:_ ICinemachineCamera
-
-
-CinemachineMixingCamera is a "manager camera" that takes on the state of the weighted average of the states of its child virtual cameras.
-
-A fixed number of slots are made available for cameras, rather than a dynamic array. We do it this way in order to support weight animation from the Timeline. Timeline cannot animate array elements.
-
-#### Properties
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **State** | CameraState | _[Get]_ The blended CameraState. |
-| **LookAt** | Transform | _[Get,Set]_ Not used. |
-| **Follow** | Transform | _[Get,Set]_ Not used. |
-| **LiveChildOrSelf** | ICinemachineCamera | _[Get]_ Return the live child. |
-| **ChildCameras** | CinemachineVirtualCameraBase[] | _[Get]_ Get the cached list of child cameras. These are just the immediate children in the hierarchy. Note: only the first entries of this list participate in the final blend, up to MaxCameras. |
-
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **m_Weight0** | Single | The weight of the first tracked camera. |
-| **m_Weight1** | Single | The weight of the second tracked camera. |
-| **m_Weight2** | Single | The weight of the third tracked camera. |
-| **m_Weight3** | Single | The weight of the fourth tracked camera. |
-| **m_Weight4** | Single | The weight of the fifth tracked camera. |
-| **m_Weight5** | Single | The weight of the sixth tracked camera. |
-| **m_Weight6** | Single | The weight of the seventh tracked camera. |
-| **m_Weight7** | Single | The weight of the eighth tracked camera. |
-| **CinemachineGUIDebuggerCallback** | Action | This is deprecated. It is here to support the soon-to-be-removed Cinemachine Debugger in the Editor. |
-| **m_ExcludedPropertiesInInspector** | String[] | Inspector control - Use for hiding sections of the Inspector UI. |
-| **m_LockStageInInspector** | Stage[] | Inspector control - Use for enabling sections of the Inspector UI. |
-| **m_Priority** | Int32 | The priority will determine which camera becomes active based on the state of other cameras and this camera. Higher numbers have greater priority. |
-
-
-#### Methods
-
-``Single GetWeight(Int32 index)``
-
-Get the weight of the child at an index.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **index** | Int32 | The child index. Only immediate CinemachineVirtualCameraBase children are counted. |
-
-_Returns:_ The weight of the camera. Valid only if camera is active and enabled.
-``Void SetWeight(Int32 index, Single w)``
-
-Set the weight of the child at an index.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **index** | Int32 | The child index. Only immediate CinemachineVirtualCameraBase children are counted. |
-| **w** | Single | The weight to set. Can be any non-negative number. |
-
-``Single GetWeight(CinemachineVirtualCameraBase vcam)``
-
-Get the weight of the child CinemachineVirtualCameraBase.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **vcam** | CinemachineVirtualCameraBase | The child camera. |
-
-_Returns:_ The weight of the camera. Valid only if camera is active and enabled.
-``Void SetWeight(CinemachineVirtualCameraBase vcam, Single w)``
-
-Set the weight of the child CinemachineVirtualCameraBase.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **vcam** | CinemachineVirtualCameraBase | The child camera. |
-| **w** | Single | The weight to set. Can be any non-negative number. |
-
-``virtual Void OnTargetObjectWarped(Transform target, Vector3 positionDelta)``
-
-This is called to notify the vcam that a target got warped, so that the vcam can update its internal state to make the camera also warp seamlessy.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **target** | Transform | The object that was warped. |
-| **positionDelta** | Vector3 | The amount the target's position changed. |
-
-``protected virtual Void OnEnable()``
-
-Makes sure the internal child cache is up to date.
-
-``Void OnTransformChildrenChanged()``
-
-Makes sure the internal child cache is up to date.
-
-``protected virtual Void OnValidate()``
-
-Makes sure the weights are non-negative.
-
-``virtual Boolean IsLiveChild(ICinemachineCamera vcam)``
-
-Check whether the vcam a live child of this camera.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **vcam** | ICinemachineCamera | The Virtual Camera to check. |
-
-_Returns:_ True if the vcam is currently actively influencing the state of this vcam.
-``protected Void InvalidateListOfChildren()``
-
-Invalidate the cached list of child cameras.
-
-``protected Void ValidateListOfChildren()``
-
-Rebuild the cached list of child cameras.
-
-``virtual Void InternalUpdateCameraState(Vector3 worldUp, Single deltaTime)``
-
-Internal use only. Do not call this methid. Called by CinemachineCore at designated update time so the vcam can position itself and track its targets. This implementation computes and caches the weighted blend of the tracked cameras.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **worldUp** | Vector3 | Default world Up, set by the CinemachineBrain. |
-| **deltaTime** | Single | Delta time for time-based effects (ignore if less than 0). |
-
-
-
-### CinemachineOrbitalTransposer
-
-_Type:_ class
-
-_Namespace:_ Cinemachine
-
-_Inherits:_ CinemachineTransposer
-
-
-This is a CinemachineComponent in the the Body section of the component pipeline. Its job is to position the camera in a variable relationship to a the vcam's Follow target object, with offsets and damping.
-
-This component is typically used to implement a camera that follows its target. It can accept player input from an input device, which allows the player to dynamically control the relationship between the camera and the target, for example with a joystick.
-
-The OrbitalTransposer introduces the concept of __Heading__, which is the direction in which the target is moving, and the OrbitalTransposer will attempt to position the camera in relationship to the heading, which is by default directly behind the target. You can control the default relationship by adjusting the Heading Bias setting.
-
-If you attach an input controller to the OrbitalTransposer, then the player can also control the way the camera positions itself in relation to the target heading. This allows the camera to move to any spot on an orbit around the target.
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **m_Heading** | Heading | The definition of Forward. Camera will follow behind. |
-| **m_RecenterToTargetHeading** | Recentering | Automatic heading recentering. The settings here defines how the camera will reposition itself in the absence of player input. |
-| **m_XAxis** | AxisState | Heading Control. The settings here control the behaviour of the camera in response to the player's input. |
-| **m_HeadingIsSlave** | Boolean | Drive the x-axis setting programmatically. Automatic heading updating will be disabled. |
-| **m_BindingMode** | BindingMode | The coordinate space to use when interpreting the offset from the target. This is also used to set the camera's Up vector, which will be maintained when aiming the camera.
_Possible Values:_
- **LockToTargetOnAssign**: Camera will be bound to the Follow target using a frame of reference consisting of the target's local frame at the moment when the virtual camera was enabled, or when the target was assigned.
- **LockToTargetWithWorldUp**: Camera will be bound to the Follow target using a frame of reference consisting of the target's local frame, with the tilt and roll zeroed out.
- **LockToTargetNoRoll**: Camera will be bound to the Follow target using a frame of reference consisting of the target's local frame, with the roll zeroed out.
- **LockToTarget**: Camera will be bound to the Follow target using the target's local frame.
- **WorldSpace**: Camera will be bound to the Follow target using a world space offset.
- **SimpleFollowWithWorldUp**: Offsets will be calculated relative to the target, using Camera-local axes.
|
-| **m_FollowOffset** | Vector3 | The distance vector that the transposer will attempt to maintain from the Follow target. |
-| **m_XDamping** | Single | How aggressively the camera tries to maintain the offset in the X-axis. Small numbers are more responsive, rapidly translating the camera to keep the target's x-axis offset. Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors. |
-| **m_YDamping** | Single | How aggressively the camera tries to maintain the offset in the Y-axis. Small numbers are more responsive, rapidly translating the camera to keep the target's y-axis offset. Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors. |
-| **m_ZDamping** | Single | How aggressively the camera tries to maintain the offset in the Z-axis. Small numbers are more responsive, rapidly translating the camera to keep the target's z-axis offset. Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors. |
-| **m_PitchDamping** | Single | How aggressively the camera tries to track the target rotation's X angle. Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera. |
-| **m_YawDamping** | Single | How aggressively the camera tries to track the target rotation's Y angle. Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera. |
-| **m_RollDamping** | Single | How aggressively the camera tries to track the target rotation's Z angle. Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera. |
-
-
-#### Methods
-
-``protected virtual Void OnValidate()``
-
-
-
-``Single UpdateHeading(Single deltaTime, Vector3 up, AxisState& axis)``
-
-Update the X axis and calculate the heading. This can be called by a delegate with a custom axis. Used for damping. If less than 0, no damping is done.World Up, set by the CinemachineBrainAxis value.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **deltaTime** | Single | Used for damping. If less than 0, no damping is done. |
-| **up** | Vector3 | World Up, set by the CinemachineBrain. |
-| **axis** | AxisState& | |
-
-_Returns:_ Axis value.
-``virtual Void OnTargetObjectWarped(Transform target, Vector3 positionDelta)``
-
-This is called to notify the us that a target got warped, so that we can update its internal state to make the camera also warp seamlessy.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **target** | Transform | The object that was warped. |
-| **positionDelta** | Vector3 | The amount the target's position changed. |
-
-``virtual Void MutateCameraState(CameraState& curState, Single deltaTime)``
-
-Positions the virtual camera according to the transposer rules.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **curState** | CameraState& | The current camera state. |
-| **deltaTime** | Single | Used for damping. If less than 0, no damping is done. |
-
-
-
-### CinemachineOrbitalTransposer.Heading
-
-_Type:_ struct
-
-_Namespace:_ Cinemachine
-
-
-How the "forward" direction is defined. Orbital offset is in relation to the forward direction.
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **m_Definition** | HeadingDefinition | How 'forward' is defined. The camera will be placed by default behind the target. PositionDelta will consider 'forward' to be the direction in which the target is moving.
_Possible Values:_
- **PositionDelta**: Target heading calculated from the difference between its position on the last update and current frame.
- **Velocity**: Target heading calculated from its Rigidbody's velocity. If no Rigidbody exists, it will fall back to HeadingDerivationMode.PositionDelta.
- **TargetForward**: Target heading calculated from the Target Transform's euler Y angle.
- **WorldForward**: Default heading is a constant world space heading.
|
-| **m_VelocityFilterStrength** | Int32 | Size of the velocity sampling window for target heading filter. This filters out irregularities in the target's movement. Used only if deriving heading from target's movement (PositionDelta or Velocity). |
-| **m_Bias** | Single | Where the camera is placed when the X-axis value is zero. This is a rotation in degrees around the Y axis. When this value is 0, the camera will be placed behind the target. Nonzero offsets will rotate the zero position around the target. |
-
-
-
-### CinemachinePath
-
-_Type:_ class
-
-_Namespace:_ Cinemachine
-
-_Inherits:_ CinemachinePathBase
-
-
-Defines a world-space path, consisting of an array of waypoints, each of which has position, tangent, and roll settings. Bezier interpolation is performed between the waypoints, to get a smooth and continuous path.
-
-#### Properties
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **MinPos** | Single | _[Get]_ The minimum value for the path position. |
-| **MaxPos** | Single | _[Get]_ The maximum value for the path position. |
-| **Looped** | Boolean | _[Get]_ True if the path ends are joined to form a continuous loop. |
-| **DistanceCacheSampleStepsPerSegment** | Int32 | _[Get]_ When calculating the distance cache, sample the path this many times between points. |
-
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **m_Looped** | Boolean | If checked, then the path ends are joined to form a continuous loop. |
-| **m_Waypoints** | Waypoint[] | The waypoints that define the path. They will be interpolated using a bezier curve. |
-| **m_Resolution** | Int32 | Path samples per waypoint. This is used for calculating path distances. |
-| **m_Appearance** | Appearance | The settings that control how the path will appear in the editor scene view. |
-
-
-#### Methods
-
-``virtual Vector3 EvaluatePosition(Single pos)``
-
-Get a worldspace position of a point along the path.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **pos** | Single | Postion along the path. Need not be normalized. |
-
-_Returns:_ World-space position of the point along at path at pos.
-``virtual Vector3 EvaluateTangent(Single pos)``
-
-Get the tangent of the curve at a point along the path.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **pos** | Single | Postion along the path. Need not be normalized. |
-
-_Returns:_ World-space direction of the path tangent. Length of the vector represents the tangent strength.
-``virtual Quaternion EvaluateOrientation(Single pos)``
-
-Get the orientation the curve at a point along the path.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **pos** | Single | Postion along the path. Need not be normalized. |
-
-_Returns:_ World-space orientation of the path, as defined by tangent, up, and roll.
-
-
-### CinemachinePath.Waypoint
-
-_Type:_ struct
-
-_Namespace:_ Cinemachine
-
-
-A waypoint along the path.
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **position** | Vector3 | Position in path-local space. |
-| **tangent** | Vector3 | Offset from the position, which defines the tangent of the curve at the waypoint. The length of the tangent encodes the strength of the bezier handle. The same handle is used symmetrically on both sides of the waypoint, to ensure smoothness. |
-| **roll** | Single | Defines the roll of the path at this waypoint. The other orientation axes are inferred from the tangent and world up. |
-
-
-
-### CinemachinePathBase.Appearance
-
-_Type:_ class
-
-_Namespace:_ Cinemachine
-
-
-This class holds the settings that control how the path will appear in the editor scene view. The path is not visible in the game view.
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **pathColor** | Color | The color of the path itself when it is active in the editor. |
-| **inactivePathColor** | Color | The color of the path itself when it is inactive in the editor. |
-| **width** | Single | The width of the railroad-tracks that are drawn to represent the path. |
-
-
-
-### CinemachinePOV
-
-_Type:_ class
-
-_Namespace:_ Cinemachine
-
-_Inherits:_ CinemachineComponentBase
-
-
-This is a CinemachineComponent in the Aim section of the component pipeline. Its job is to aim the camera in response to the user's mouse or joystick input.
-
-The composer does not change the camera's position. It will only pan and tilt the camera where it is, in order to get the desired framing. To move the camera, you have to use the virtual camera's Body section.
-
-#### Properties
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **IsValid** | Boolean | _[Get]_ True if component is enabled and has a LookAt defined. |
-| **Stage** | Stage | _[Get]_ Get the Cinemachine Pipeline stage that this component implements. Always returns the Aim stage.
_Possible Values:_
- **Body**
- **Aim**
- **Noise**
- **Finalize**
|
-
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **m_VerticalAxis** | AxisState | The Vertical axis. Value is -90..90. Controls the vertical orientation. |
-| **m_VerticalRecentering** | Recentering | Controls how automatic recentering of the Vertical axis is accomplished. |
-| **m_HorizontalAxis** | AxisState | The Horizontal axis. Value is -180..180. Controls the horizontal orientation. |
-| **m_HorizontalRecentering** | Recentering | Controls how automatic recentering of the Horizontal axis is accomplished. |
-
-
-#### Methods
-
-``virtual Void MutateCameraState(CameraState& curState, Single deltaTime)``
-
-Applies the axis values and orients the camera accordingly.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **curState** | CameraState& | The current camera state. |
-| **deltaTime** | Single | Used for calculating damping. Not used. |
-
-
-
-### CinemachineSameAsFollowTarget
-
-_Type:_ class
-
-_Namespace:_ Cinemachine
-
-_Inherits:_ CinemachineComponentBase
-
-
-This is a CinemachineComponent in the Aim section of the component pipeline. Its job is to match the orientation of the Follow target.
-
-#### Properties
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **IsValid** | Boolean | _[Get]_ True if component is enabled and has a Follow target defined. |
-| **Stage** | Stage | _[Get]_ Get the Cinemachine Pipeline stage that this component implements. Always returns the Aim stage.
_Possible Values:_
- **Body**
- **Aim**
- **Noise**
- **Finalize**
|
-
-
-#### Methods
-
-``virtual Void MutateCameraState(CameraState& curState, Single deltaTime)``
-
-Orients the camera to match the Follow target's orientation.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **curState** | CameraState& | The current camera state. |
-| **deltaTime** | Single | Not used. |
-
-
-
-### CinemachineSmoothPath
-
-_Type:_ class
-
-_Namespace:_ Cinemachine
-
-_Inherits:_ CinemachinePathBase
-
-
-Defines a world-space path, consisting of an array of waypoints, each of which has position and roll settings. Bezier interpolation is performed between the waypoints, to get a smooth and continuous path. The path will pass through all waypoints, and (unlike CinemachinePath) first and second order continuity is guaranteed.
-
-#### Properties
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **MinPos** | Single | _[Get]_ The minimum value for the path position. |
-| **MaxPos** | Single | _[Get]_ The maximum value for the path position. |
-| **Looped** | Boolean | _[Get]_ True if the path ends are joined to form a continuous loop. |
-| **DistanceCacheSampleStepsPerSegment** | Int32 | _[Get]_ When calculating the distance cache, sample the path this many times between points. |
-
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **m_Looped** | Boolean | If checked, then the path ends are joined to form a continuous loop. |
-| **m_Waypoints** | Waypoint[] | The waypoints that define the path. They will be interpolated using a bezier curve. |
-| **m_Resolution** | Int32 | Path samples per waypoint. This is used for calculating path distances. |
-| **m_Appearance** | Appearance | The settings that control how the path will appear in the editor scene view. |
-
-
-#### Methods
-
-``virtual Void InvalidateDistanceCache()``
-
-Call this if the path changes in such a way as to affect distances or other cached path elements.
-
-``virtual Vector3 EvaluatePosition(Single pos)``
-
-Get a worldspace position of a point along the path.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **pos** | Single | Postion along the path. Need not be normalized. |
-
-_Returns:_ World-space position of the point along at path at pos.
-``virtual Vector3 EvaluateTangent(Single pos)``
-
-Get the tangent of the curve at a point along the path.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **pos** | Single | Postion along the path. Need not be normalized. |
-
-_Returns:_ World-space direction of the path tangent. Length of the vector represents the tangent strength.
-``virtual Quaternion EvaluateOrientation(Single pos)``
-
-Get the orientation the curve at a point along the path.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **pos** | Single | Postion along the path. Need not be normalized. |
-
-_Returns:_ World-space orientation of the path, as defined by tangent, up, and roll.
-
-
-### CinemachineSmoothPath.Waypoint
-
-_Type:_ struct
-
-_Namespace:_ Cinemachine
-
-
-A waypoint along the path.
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **position** | Vector3 | Position in path-local space. |
-| **roll** | Single | Defines the roll of the path at this waypoint. The other orientation axes are inferred from the tangent and world up. |
-
-
-
-### CinemachineStateDrivenCamera
-
-_Type:_ class
-
-_Namespace:_ Cinemachine
-
-_Inherits:_ CinemachineVirtualCameraBase
-
-_Implements:_ ICinemachineCamera
-
-
-This is a virtual camera "manager" that owns and manages a collection of child Virtual Cameras. These child vcams are mapped to individual states in an animation state machine, allowing you to associate specific vcams to specific animation states. When that state is active in the state machine, then the associated camera will be activated.
-
-You can define custom blends and transitions between child cameras.
-
-In order to use this behaviour, you must have an animated target (i.e. an object animated with a state machine) to drive the behaviour.
-
-#### Properties
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **Description** | String | _[Get]_ Gets a brief debug description of this virtual camera, for use when displayiong debug info. |
-| **LiveChild** | ICinemachineCamera | _[Get,Set]_ Get the current "best" child virtual camera, that would be chosen if the State Driven Camera were active. |
-| **LiveChildOrSelf** | ICinemachineCamera | _[Get]_ Return the live child. |
-| **State** | CameraState | _[Get]_ The State of the current live child. |
-| **LookAt** | Transform | _[Get,Set]_ Get the current LookAt target. Returns parent's LookAt if parent is non-null and no specific LookAt defined for this camera. |
-| **Follow** | Transform | _[Get,Set]_ Get the current Follow target. Returns parent's Follow if parent is non-null and no specific Follow defined for this camera. |
-| **ChildCameras** | CinemachineVirtualCameraBase[] | _[Get]_ The list of child cameras. These are just the immediate children in the hierarchy. |
-| **IsBlending** | Boolean | _[Get]_ Is there a blend in progress? |
-
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **m_LookAt** | Transform | Default object for the camera children to look at (the aim target), if not specified in a child camera. May be empty if all of the children define targets of their own. |
-| **m_Follow** | Transform | Default object for the camera children wants to move with (the body target), if not specified in a child camera. May be empty if all of the children define targets of their own. |
-| **m_AnimatedTarget** | Animator | The state machine whose state changes will drive this camera's choice of active child. |
-| **m_LayerIndex** | Int32 | Which layer in the target state machine to observe. |
-| **m_ShowDebugText** | Boolean | When enabled, the current child camera and blend will be indicated in the game window, for debugging. |
-| **m_EnableAllChildCameras** | Boolean | Force all child cameras to be enabled. This is useful if animating them in Timeline, but consumes extra resources. |
-| **m_ChildCameras** | CinemachineVirtualCameraBase[] | Internal API for the editor. Do not use this field. |
-| **m_Instructions** | Instruction[] | The set of instructions associating virtual cameras with states. These instructions are used to choose the live child at any given moment. |
-| **m_DefaultBlend** | CinemachineBlendDefinition | The blend which is used if you don't explicitly define a blend between two Virtual Camera children. |
-| **m_CustomBlends** | CinemachineBlenderSettings | This is the asset which contains custom settings for specific child blends. |
-| **m_ParentHash** | ParentHash[] | Internal API for the Inspector editor. |
-| **CinemachineGUIDebuggerCallback** | Action | This is deprecated. It is here to support the soon-to-be-removed Cinemachine Debugger in the Editor. |
-| **m_ExcludedPropertiesInInspector** | String[] | Inspector control - Use for hiding sections of the Inspector UI. |
-| **m_LockStageInInspector** | Stage[] | Inspector control - Use for enabling sections of the Inspector UI. |
-| **m_Priority** | Int32 | The priority will determine which camera becomes active based on the state of other cameras and this camera. Higher numbers have greater priority. |
-
-
-#### Methods
-
-``virtual Boolean IsLiveChild(ICinemachineCamera vcam)``
-
-Check whether the vcam a live child of this camera.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **vcam** | ICinemachineCamera | The Virtual Camera to check. |
-
-_Returns:_ True if the vcam is currently actively influencing the state of this vcam.
-``virtual Void OnTargetObjectWarped(Transform target, Vector3 positionDelta)``
-
-This is called to notify the vcam that a target got warped, so that the vcam can update its internal state to make the camera also warp seamlessy.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **target** | Transform | The object that was warped. |
-| **positionDelta** | Vector3 | The amount the target's position changed. |
-
-``virtual Void InternalUpdateCameraState(Vector3 worldUp, Single deltaTime)``
-
-Internal use only. Do not call this method. Called by CinemachineCore at designated update time so the vcam can position itself and track its targets. This implementation updates all the children, chooses the best one, and implements any required blending.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **worldUp** | Vector3 | Default world Up, set by the CinemachineBrain. |
-| **deltaTime** | Single | Delta time for time-based effects (ignore if less than or equal to 0). |
-
-``protected virtual Void OnEnable()``
-
-Makes sure the internal child cache is up to date.
-
-``Void OnTransformChildrenChanged()``
-
-Makes sure the internal child cache is up to date.
-
-``protected virtual Void OnGUI()``
-
-Displays the current active camera on the game screen, if requested.
-
-``static String CreateFakeHashName(Int32 parentHash, String stateName)``
-
-API for the inspector editor. Animation module does not have hashes for state parents, so we have to invent them in order to implement nested state handling.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **parentHash** | Int32 | |
-| **stateName** | String | |
-
-``Void ValidateInstructions()``
-
-Internal API for the inspector editor.
-
-
-
-### CinemachineStoryboard
-
-_Type:_ class
-
-_Namespace:_ Cinemachine
-
-_Inherits:_ CinemachineExtension
-
-
-An add-on module for Cinemachine Virtual Camera that places an image in screen space over the camera's output.
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **m_ShowImage** | Boolean | If checked, the specified image will be displayed as an overlay over the virtual camera's output. |
-| **m_Image** | Texture | The image to display. |
-| **m_Aspect** | FillStrategy | How to handle differences between image aspect and screen aspect.
_Possible Values:_
- **BestFit**
- **CropImageToFit**
- **StretchToFit**
|
-| **m_Alpha** | Single | The opacity of the image. 0 is transparent, 1 is opaque. |
-| **m_Center** | Vector2 | The screen-space position at which to display the image. Zero is center. |
-| **m_Rotation** | Vector3 | The screen-space rotation to apply to the image. |
-| **m_Scale** | Vector2 | The screen-space scaling to apply to the image. |
-| **m_SyncScale** | Boolean | If checked, X and Y scale are synchronized. |
-| **m_MuteCamera** | Boolean | If checked, Camera transform will not be controlled by this virtual camera. |
-| **m_SplitView** | Single | Wipe the image on and off horizontally. |
-
-
-#### Methods
-
-``protected virtual Void PostPipelineStageCallback(CinemachineVirtualCameraBase vcam, Stage stage, CameraState& state, Single deltaTime)``
-
-Standard CinemachineExtension callback.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **vcam** | CinemachineVirtualCameraBase | |
-| **stage** | Stage | |
-| **state** | CameraState& | |
-| **deltaTime** | Single | |
-
-``protected virtual Void OnDestroy()``
-
-
-
-``protected virtual Void ConnectToVcam(Boolean connect)``
-
-
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **connect** | Boolean | |
-
-
-
-### CinemachineTargetGroup
-
-_Type:_ class
-
-_Namespace:_ Cinemachine
-
-_Inherits:_ MonoBehaviour
-
-
-Defines a group of target objects, each with a radius and a weight. The weight is used when calculating the average position of the target group. Higher-weighted members of the group will count more. The bounding box is calculated by taking the member positions, weight, and radii into account.
-
-#### Properties
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **BoundingBox** | Bounds | _[Get]_ The axis-aligned bounding box of the group, computed using the targets positions and radii. |
-| **IsEmpty** | Boolean | _[Get]_ Return true if there are no members with weight > 0. |
-
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **m_PositionMode** | PositionMode | How the group's position is calculated. Select GroupCenter for the center of the bounding box, and GroupAverage for a weighted average of the positions of the members.
_Possible Values:_
- **GroupCenter**: Group position will be the center of the group's axis-aligned bounding box.
- **GroupAverage**: Group position will be the weighted average of the positions of the members.
|
-| **m_RotationMode** | RotationMode | How the group's rotation is calculated. Select Manual to use the value in the group's transform, and GroupAverage for a weighted average of the orientations of the members.
_Possible Values:_
- **Manual**: Manually set in the group's transform.
- **GroupAverage**: Weighted average of the orientation of its members.
|
-| **m_UpdateMethod** | UpdateMethod | When to update the group's transform based on the position of the group members.
_Possible Values:_
- **Update**
- **FixedUpdate**
- **LateUpdate**
|
-| **m_Targets** | Target[] | The target objects, together with their weights and radii, that will contribute to the group's average position, orientation, and size. |
-
-
-#### Methods
-
-``Bounds GetViewSpaceBoundingBox(Matrix4x4 mView)``
-
-The axis-aligned bounding box of the group, in a specific reference frame.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **mView** | Matrix4x4 | The frame of reference in which to compute the bounding box. |
-
-_Returns:_ The axis-aligned bounding box of the group, in the desired frame of reference.
-
-
-### CinemachineTargetGroup.Target
-
-_Type:_ struct
-
-_Namespace:_ Cinemachine
-
-
-Holds the information that represents a member of the group.
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **target** | Transform | The target objects. This object's position and orientation will contribute to the group's average position and orientation, in accordance with its weight. |
-| **weight** | Single | How much weight to give the target when averaging. Cannot be negative. |
-| **radius** | Single | The radius of the target, used for calculating the bounding box. Cannot be negative. |
-
-
-
-### CinemachineTrackedDolly
-
-_Type:_ class
-
-_Namespace:_ Cinemachine
-
-_Inherits:_ CinemachineComponentBase
-
-
-A Cinemachine Virtual Camera Body component that constrains camera motion to a CinemachinePath. The camera can move along the path.
-
-This behaviour can operate in two modes: manual positioning, and Auto-Dolly positioning. In Manual mode, the camera's position is specified by animating the Path Position field. In Auto-Dolly mode, the Path Position field is animated automatically every frame by finding the position on the path that's closest to the virtual camera's Follow target.
-
-#### Properties
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **IsValid** | Boolean | _[Get]_ True if component is enabled and has a path. |
-| **Stage** | Stage | _[Get]_ Get the Cinemachine Pipeline stage that this component implements. Always returns the Body stage.
_Possible Values:_
- **Body**
- **Aim**
- **Noise**
- **Finalize**
|
-
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **m_Path** | CinemachinePathBase | The path to which the camera will be constrained. This must be non-null. |
-| **m_PathPosition** | Single | The position along the path at which the camera will be placed. This can be animated directly, or set automatically by the Auto-Dolly feature to get as close as possible to the Follow target. The value is interpreted according to the Position Units setting. |
-| **m_PositionUnits** | PositionUnits | How to interpret Path Position. If set to Path Units, values are as follows: 0 represents the first waypoint on the path, 1 is the second, and so on. Values in-between are points on the path in between the waypoints. If set to Distance, then Path Position represents distance along the path.
_Possible Values:_
- **PathUnits**
- **Distance**
- **Normalized**
|
-| **m_PathOffset** | Vector3 | Where to put the camera relative to the path position. X is perpendicular to the path, Y is up, and Z is parallel to the path. This allows the camera to be offset from the path itself (as if on a tripod, for example). |
-| **m_XDamping** | Single | How aggressively the camera tries to maintain its position in a direction perpendicular to the path. Small numbers are more responsive, rapidly translating the camera to keep the target's x-axis offset. Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors. |
-| **m_YDamping** | Single | How aggressively the camera tries to maintain its position in the path-local up direction. Small numbers are more responsive, rapidly translating the camera to keep the target's y-axis offset. Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors. |
-| **m_ZDamping** | Single | How aggressively the camera tries to maintain its position in a direction parallel to the path. Small numbers are more responsive, rapidly translating the camera to keep the target's z-axis offset. Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors. |
-| **m_CameraUp** | CameraUpMode | How to set the virtual camera's Up vector. This will affect the screen composition, because the camera Aim behaviours will always try to respect the Up direction.
_Possible Values:_
- **Default**: Leave the camera's up vector alone. It will be set according to the Brain's WorldUp.
- **Path**: Take the up vector from the path's up vector at the current point.
- **PathNoRoll**: Take the up vector from the path's up vector at the current point, but with the roll zeroed out.
- **FollowTarget**: Take the up vector from the Follow target's up vector.
- **FollowTargetNoRoll**: Take the up vector from the Follow target's up vector, but with the roll zeroed out.
|
-| **m_PitchDamping** | Single | How aggressively the camera tries to track the target rotation's X angle. Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera. |
-| **m_YawDamping** | Single | How aggressively the camera tries to track the target rotation's Y angle. Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera. |
-| **m_RollDamping** | Single | How aggressively the camera tries to track the target rotation's Z angle. Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera. |
-| **m_AutoDolly** | AutoDolly | Controls how automatic dollying occurs. A Follow target is necessary to use this feature. |
-
-
-#### Methods
-
-``virtual Void MutateCameraState(CameraState& curState, Single deltaTime)``
-
-Positions the virtual camera according to the transposer rules.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **curState** | CameraState& | The current camera state. |
-| **deltaTime** | Single | Used for damping. If less that 0, no damping is done. |
-
-
-
-### CinemachineTrackedDolly.AutoDolly
-
-_Type:_ struct
-
-_Namespace:_ Cinemachine
-
-
-Controls how automatic dollying occurs.
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **m_Enabled** | Boolean | If checked, will enable automatic dolly, which chooses a path position that is as close as possible to the Follow target. Note: this can have significant performance impact. |
-| **m_PositionOffset** | Single | Offset, in current position units, from the closest point on the path to the follow target. |
-| **m_SearchRadius** | Int32 | Search up to how many waypoints on either side of the current position. Use 0 for Entire path. |
-| **m_SearchResolution** | Int32 | We search between waypoints by dividing the segment into this many straight pieces. The higher the number, the more accurate the result, but performance is proportionally slower for higher numbers. |
-
-
-
-### CinemachineTransposer
-
-_Type:_ class
-
-_Namespace:_ Cinemachine
-
-_Inherits:_ CinemachineComponentBase
-
-
-This is a CinemachineComponent in the Body section of the component pipeline. Its job is to position the camera in a fixed relationship to the vcam's Follow target object, with offsets and damping.
-
-The Tansposer will only change the camera's position in space. It will not re-orient or otherwise aim the camera. To to that, you need to instruct the vcam in the Aim section of its pipeline.
-
-#### Properties
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **EffectiveOffset** | Vector3 | _[Get]_ Get the target offset, with sanitization. |
-| **IsValid** | Boolean | _[Get]_ True if component is enabled and has a valid Follow target. |
-| **Stage** | Stage | _[Get]_ Get the Cinemachine Pipeline stage that this component implements. Always returns the Body stage.
_Possible Values:_
- **Body**
- **Aim**
- **Noise**
- **Finalize**
|
-
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **m_BindingMode** | BindingMode | The coordinate space to use when interpreting the offset from the target. This is also used to set the camera's Up vector, which will be maintained when aiming the camera.
_Possible Values:_
- **LockToTargetOnAssign**: Camera will be bound to the Follow target using a frame of reference consisting of the target's local frame at the moment when the virtual camera was enabled, or when the target was assigned.
- **LockToTargetWithWorldUp**: Camera will be bound to the Follow target using a frame of reference consisting of the target's local frame, with the tilt and roll zeroed out.
- **LockToTargetNoRoll**: Camera will be bound to the Follow target using a frame of reference consisting of the target's local frame, with the roll zeroed out.
- **LockToTarget**: Camera will be bound to the Follow target using the target's local frame.
- **WorldSpace**: Camera will be bound to the Follow target using a world space offset.
- **SimpleFollowWithWorldUp**: Offsets will be calculated relative to the target, using Camera-local axes.
|
-| **m_FollowOffset** | Vector3 | The distance vector that the transposer will attempt to maintain from the Follow target. |
-| **m_XDamping** | Single | How aggressively the camera tries to maintain the offset in the X-axis. Small numbers are more responsive, rapidly translating the camera to keep the target's x-axis offset. Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors. |
-| **m_YDamping** | Single | How aggressively the camera tries to maintain the offset in the Y-axis. Small numbers are more responsive, rapidly translating the camera to keep the target's y-axis offset. Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors. |
-| **m_ZDamping** | Single | How aggressively the camera tries to maintain the offset in the Z-axis. Small numbers are more responsive, rapidly translating the camera to keep the target's z-axis offset. Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors. |
-| **m_PitchDamping** | Single | How aggressively the camera tries to track the target rotation's X angle. Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera. |
-| **m_YawDamping** | Single | How aggressively the camera tries to track the target rotation's Y angle. Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera. |
-| **m_RollDamping** | Single | How aggressively the camera tries to track the target rotation's Z angle. Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera. |
-
-
-#### Methods
-
-``protected virtual Void OnValidate()``
-
-Derived classes should call this from their OnValidate() implementation.
-
-``virtual Void MutateCameraState(CameraState& curState, Single deltaTime)``
-
-Positions the virtual camera according to the transposer rules.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **curState** | CameraState& | The current camera state. |
-| **deltaTime** | Single | Used for damping. If less than 0, no damping is done. |
-
-``virtual Void OnTargetObjectWarped(Transform target, Vector3 positionDelta)``
-
-This is called to notify the us that a target got warped, so that we can update its internal state to make the camera also warp seamlessy.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **target** | Transform | The object that was warped. |
-| **positionDelta** | Vector3 | The amount the target's position changed. |
-
-``protected Void InitPrevFrameStateInfo(CameraState& curState, Single deltaTime)``
-
-Initializes the state for previous frame if appropriate.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **curState** | CameraState& | |
-| **deltaTime** | Single | |
-
-``protected Void TrackTarget(Single deltaTime, Vector3 up, Vector3 desiredCameraOffset, Vector3& outTargetPosition, Quaternion& outTargetOrient)``
-
-Positions the virtual camera according to the transposer rules.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **deltaTime** | Single | Used for damping. If less than 0, no damping is done. |
-| **up** | Vector3 | Current camera up. |
-| **desiredCameraOffset** | Vector3 | Where we want to put the camera relative to the follow target. |
-| **outTargetPosition** | Vector3& | Resulting camera position. |
-| **outTargetOrient** | Quaternion& | Damped target orientation. |
-
-``Vector3 GeTargetCameraPosition(Vector3 worldUp)``
-
-Internal API for the Inspector Editor, so it can draw a marker at the target.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **worldUp** | Vector3 | |
-
-``Quaternion GetReferenceOrientation(Vector3 worldUp)``
-
-Internal API for the Inspector Editor, so it can draw a marker at the target.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **worldUp** | Vector3 | |
-
-
-
-### CinemachineVirtualCamera
-
-_Type:_ class
-
-_Namespace:_ Cinemachine
-
-_Inherits:_ CinemachineVirtualCameraBase
-
-_Implements:_ ICinemachineCamera
-
-
-This behaviour is intended to be attached to an empty Transform GameObject, and it represents a Virtual Camera within the Unity scene.
-
-The Virtual Camera will animate its Transform according to the rules contained in its CinemachineComponent pipeline (Aim, Body, and Noise). When the virtual camera is Live, the Unity camera will assume the position and orientation of the virtual camera.
-
-A virtual camera is not a camera. Instead, it can be thought of as a camera controller, not unlike a cameraman. It can drive the Unity Camera and control its position, orientation, lens settings, and PostProcessing effects. Each Virtual Camera owns its own Cinemachine Component Pipeline, through which you provide the instructions for dynamically tracking specific game objects.
-
-A virtual camera is very lightweight, and does no rendering of its own. It merely tracks interesting GameObjects, and positions itself accordingly. A typical game can have dozens of virtual cameras, each set up to follow a particular character or capture a particular event.
-
-A Virtual Camera can be in any of three states:
-
-* **Live**: The virtual camera is actively controlling the Unity Camera. The virtual camera is tracking its targets and being updated every frame.
-* **Standby**: The virtual camera is tracking its targets and being updated every frame, but no Unity Camera is actively being controlled by it. This is the state of a virtual camera that is enabled in the scene but perhaps at a lower priority than the Live virtual camera.
-* **Disabled**: The virtual camera is present but disabled in the scene. It is not actively tracking its targets and so consumes no processing power. However, the virtual camera can be made live from the Timeline.
-
-The Unity Camera can be driven by any virtual camera in the scene. The game logic can choose the virtual camera to make live by manipulating the virtual cameras' enabled flags and their priorities, based on game logic.
-
-In order to be driven by a virtual camera, the Unity Camera must have a CinemachineBrain behaviour, which will select the most eligible virtual camera based on its priority or on other criteria, and will manage blending.
-
-#### Properties
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **State** | CameraState | _[Get]_ The CameraState object holds all of the information necessary to position the Unity camera. It is the output of this class. |
-| **LookAt** | Transform | _[Get,Set]_ Get the LookAt target for the Aim component in the CinemachinePipeline. If this vcam is a part of a meta-camera collection, then the owner's target will be used if the local target is null. |
-| **Follow** | Transform | _[Get,Set]_ Get the Follow target for the Body component in the CinemachinePipeline. If this vcam is a part of a meta-camera collection, then the owner's target will be used if the local target is null. |
-| **UserIsDragging** | Boolean | _[Get,Set]_ API for the editor, to make the dragging of position handles behave better. |
-
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **m_LookAt** | Transform | The object that the camera wants to look at (the Aim target). If this is null, then the vcam's Transform orientation will define the camera's orientation. |
-| **m_Follow** | Transform | The object that the camera wants to move with (the Body target). If this is null, then the vcam's Transform position will define the camera's position. |
-| **m_PositionBlending** | PositionBlendMethod | Hint for blending positions to and from this virtual camera.
_Possible Values:_
- **Linear**
- **Spherical**
- **Cylindrical**
|
-| **m_Lens** | LensSettings | Specifies the lens properties of this Virtual Camera. This generally mirrors the Unity Camera's lens settings, and will be used to drive the Unity camera when the vcam is active. |
-| **CinemachineGUIDebuggerCallback** | Action | This is deprecated. It is here to support the soon-to-be-removed Cinemachine Debugger in the Editor. |
-| **m_ExcludedPropertiesInInspector** | String[] | Inspector control - Use for hiding sections of the Inspector UI. |
-| **m_LockStageInInspector** | Stage[] | Inspector control - Use for enabling sections of the Inspector UI. |
-| **m_Priority** | Int32 | The priority will determine which camera becomes active based on the state of other cameras and this camera. Higher numbers have greater priority. |
-
-
-#### Methods
-
-``virtual Void InternalUpdateCameraState(Vector3 worldUp, Single deltaTime)``
-
-Internal use only. Do not call this method. Called by CinemachineCore at the appropriate Update time so the vcam can position itself and track its targets. This class will invoke its pipeline and generate a CameraState for this frame.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **worldUp** | Vector3 | |
-| **deltaTime** | Single | |
-
-``protected virtual Void OnEnable()``
-
-Make sure that the pipeline cache is up-to-date.
-
-``protected virtual Void OnDestroy()``
-
-Calls the DestroyPipelineDelegate for destroying the hidden child object, to support undo.
-
-``protected virtual Void OnValidate()``
-
-Enforce bounds for fields, when changed in inspector.
-
-``Void InvalidateComponentPipeline()``
-
-Editor API: Call this when changing the pipeline from the editor. Will force a rebuild of the pipeline cache.
-
-``Transform GetComponentOwner()``
-
-Get the hidden CinemachinePipeline child object.
-
-``CinemachineComponentBase[] GetComponentPipeline()``
-
-Get the component pipeline owned by the hidden child pipline container. For most purposes, it is preferable to use the GetCinemachineComponent method.
-
-``CinemachineComponentBase GetCinemachineComponent(Stage stage)``
-
-Get the component set for a specific stage.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **stage** | Stage | The stage for which we want the component.
_Possible Values:_
- **Body**
- **Aim**
- **Noise**
- **Finalize**
|
-
-_Returns:_ The Cinemachine component for that stage, or null if not defined.
-``T GetCinemachineComponent[T]()``
-
-Get an existing component of a specific type from the cinemachine pipeline.
-
-``T AddCinemachineComponent[T]()``
-
-Add a component to the cinemachine pipeline.
-
-``Void DestroyCinemachineComponent[T]()``
-
-Remove a component from the cinemachine pipeline.
-
-``virtual Void OnTargetObjectWarped(Transform target, Vector3 positionDelta)``
-
-This is called to notify the vcam that a target got warped, so that the vcam can update its internal state to make the camera also warp seamlessy.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **target** | Transform | The object that was warped. |
-| **positionDelta** | Vector3 | The amount the target's position changed. |
-
-
-
-### LensSettings
-
-_Type:_ struct
-
-_Namespace:_ Cinemachine
-
-
-Describes the FOV and clip planes for a camera. This generally mirrors the Unity Camera's lens settings, and will be used to drive the Unity camera when the vcam is active.
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **FieldOfView** | Single | This is the camera view in vertical degrees. For cinematic people, a 50mm lens on a super-35mm sensor would equal a 19.6 degree FOV. |
-| **OrthographicSize** | Single | When using an orthographic camera, this defines the half-height, in world coordinates, of the camera view. |
-| **NearClipPlane** | Single | This defines the near region in the renderable range of the camera frustum. Raising this value will stop the game from drawing things near the camera, which can sometimes come in handy. Larger values will also increase your shadow resolution. |
-| **FarClipPlane** | Single | This defines the far region of the renderable range of the camera frustum. Typically you want to set this value as low as possible without cutting off desired distant objects. |
-| **Dutch** | Single | Camera Z roll, or tilt, in degrees. |
-
-
-#### Methods
-
-``static LensSettings FromCamera(Camera fromCamera)``
-
-Creates a new LensSettings, copying the values from the supplied Camera.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **fromCamera** | Camera | The Camera from which the FoV, near and far clip planes will be copied. |
-
-``static LensSettings Lerp(LensSettings lensA, LensSettings lensB, Single t)``
-
-Linearly blends the fields of two LensSettings and returns the result.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **lensA** | LensSettings | The LensSettings to blend from. |
-| **lensB** | LensSettings | The LensSettings to blend to. |
-| **t** | Single | The interpolation value. Internally clamped to the range [0,1]. |
-
-_Returns:_ Interpolated settings.
-``Void Validate()``
-
-Make sure lens settings are sane. Call this from OnValidate().
-
-
-
-### NoiseSettings
-
-_Type:_ class
-
-_Namespace:_ Cinemachine
-
-_Inherits:_ ScriptableObject
-
-
-This is an asset that defines a noise profile. A noise profile is the shape of the noise as a function of time. You can build arbitrarily complex shapes by combining different base perlin noise frequencies at different amplitudes.
-
-The frequencies and amplitudes should be chosen with care, to ensure an interesting noise quality that is not obviously repetitive.
-
-As a mathematical side-note, any arbitrary periodic curve can be broken down into a series of fixed-amplitude sine-waves added together. This is called fourier decomposition, and is the basis of much signal processing. It doesn't really have much to do with this asset, but it's super interesting!
-
-#### Properties
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **PositionNoise** | TransformNoiseParams[] | _[Get]_ Gets the array of positional noise channels for this NoiseSettings. |
-| **OrientationNoise** | TransformNoiseParams[] | _[Get]_ Gets the array of orientation noise channels for this NoiseSettings. |
-
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **m_Position** | TransformNoiseParams[] | These are the noise channels for the virtual camera's position. Convincing noise setups typically mix low, medium and high frequencies together, so start with a size of 3. |
-| **m_Orientation** | TransformNoiseParams[] | These are the noise channels for the virtual camera's orientation. Convincing noise setups typically mix low, medium and high frequencies together, so start with a size of 3. |
-
-
-#### Methods
-
-``Void CopyFrom(NoiseSettings other)``
-
-Clones the contents of the other asset into this one.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **other** | NoiseSettings | |
-
-``static Vector3 GetCombinedFilterResults(TransformNoiseParams[] noiseParams, Single time, Vector3 timeOffsets)``
-
-Get the noise signal value at a specific time.
-
-
-| _Param_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **noiseParams** | TransformNoiseParams[] | The parameters that define the noise function. |
-| **time** | Single | The time at which to sample the noise function. |
-| **timeOffsets** | Vector3 | Start time offset for each channel. |
-
-_Returns:_ The 3-channel noise signal value at the specified time.
-
-
-### NoiseSettings.NoiseParams
-
-_Type:_ struct
-
-_Namespace:_ Cinemachine
-
-
-Describes the behaviour for a channel of noise.
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **Amplitude** | Single | The amplitude of the noise for this channel. Larger numbers vibrate higher. |
-| **Frequency** | Single | The frequency of noise for this channel. Higher magnitudes vibrate faster. |
-
-
-
-### NoiseSettings.TransformNoiseParams
-
-_Type:_ struct
-
-_Namespace:_ Cinemachine
-
-
-Contains the behaviour of noise for the noise module for all 3 cardinal axes of the camera.
-
-#### Fields
-
-
-| _Name_ | _Type_ | _Description_ |
-| --- | --- | --- |
-| **X** | NoiseParams | Noise definition for X-axis. |
-| **Y** | NoiseParams | Noise definition for Y-axis. |
-| **Z** | NoiseParams | Noise definition for Z-axis. |
-
-
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diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/images/InspectorNoiseProfile.png b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/images/InspectorNoiseProfile.png
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diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/index.md b/Library/PackageCache/com.unity.cinemachine@2.3.3/Documentation~/index.md
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+++ /dev/null
@@ -1,19 +0,0 @@
-# Cinemachine Documentation
-
-
-
-Cinemachine is a suite of modules for operating the Unity camera. Cinemachine solves the complex mathematics and logic of tracking targets, composing, blending, and cutting between shots. It is designed to significantly reduce the number of time-consuming manual manipulations and script revisions that take place during development.
-
-The procedural nature of these modules makes Cinemachine bug-resistant. When you make adjustments—for example, change an animation, vehicle speed, terrain, or other GameObjects in your Scene—Cinemachine dynamically adjusts its behavior to make the best shot. There is no need, for example, to re-write camera scripts just because a character turns left instead of right.
-
-Cinemachine works in real time across all genres including FPS, third person, 2D, side-scroller, top down, and RTS. It supports as many shots in your Scene as you need. Its modular system lets you compose sophisticated behaviors.
-
-Cinemachine works well with other Unity tools, acting as a powerful complement to Timeline, animation, and post-processing assets. Create your own [extensions](CinemachineVirtualCameraExtensions.html) or integrate it with your custom camera scripts.
-
-## Requirements
-
-Cinemachine has no external dependencies. Just install it and start using it. If you are also using the Post Processing Stack (version 2), then adapter modules are provided - protected by `ifdef` directives which auto-define if the presence of the Post Processing Stack is detected.
-
-This Cinemachine version 2.2 is compatible with the following versions of the Unity Editor:
-
-* 2017.1 and later
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor.meta
deleted file mode 100644
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+++ /dev/null
@@ -1,9 +0,0 @@
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-folderAsset: yes
-timeCreated: 1489096338
-licenseType: Pro
-DefaultImporter:
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors.meta
deleted file mode 100644
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--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors.meta
+++ /dev/null
@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: 6b46e8ffe448f084ab12938cb774d063
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-timeCreated: 1489096338
-licenseType: Pro
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diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineBasicMultiChannelPerlinEditor.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineBasicMultiChannelPerlinEditor.cs
deleted file mode 100644
index 4e4f3a2bc..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineBasicMultiChannelPerlinEditor.cs
+++ /dev/null
@@ -1,30 +0,0 @@
-using UnityEngine;
-using UnityEditor;
-
-namespace Cinemachine.Editor
-{
- [CustomEditor(typeof(CinemachineBasicMultiChannelPerlin))]
- internal sealed class CinemachineBasicMultiChannelPerlinEditor
- : BaseEditor
- {
- private void OnEnable()
- {
- NoiseSettingsPropertyDrawer.InvalidateProfileList();
- }
-
- public override void OnInspectorGUI()
- {
- BeginInspector();
- if (FindProperty(x => x.m_NoiseProfile).objectReferenceValue == null)
- EditorGUILayout.HelpBox(
- "A Noise Profile is required. You may choose from among the NoiseSettings assets defined in the project.",
- MessageType.Warning);
- DrawRemainingPropertiesInInspector();
-
- Rect rect = EditorGUILayout.GetControlRect(true);
- rect.width -= EditorGUIUtility.labelWidth; rect.x += EditorGUIUtility.labelWidth;
- if (GUI.Button(rect, "New random seed"))
- Target.ReSeed();
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineBasicMultiChannelPerlinEditor.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineBasicMultiChannelPerlinEditor.cs.meta
deleted file mode 100644
index a25727fd5..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineBasicMultiChannelPerlinEditor.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: ee42f1964a0e8224c90be81905946699
-timeCreated: 1484091313
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineBlendListCameraEditor.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineBlendListCameraEditor.cs
deleted file mode 100644
index 6a976ac78..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineBlendListCameraEditor.cs
+++ /dev/null
@@ -1,206 +0,0 @@
-using System.Collections.Generic;
-using UnityEditor;
-using UnityEngine;
-
-namespace Cinemachine.Editor
-{
- [CustomEditor(typeof(CinemachineBlendListCamera))]
- internal sealed class CinemachineBlendListCameraEditor
- : CinemachineVirtualCameraBaseEditor
- {
- protected override List GetExcludedPropertiesInInspector()
- {
- List excluded = base.GetExcludedPropertiesInInspector();
- excluded.Add(FieldPath(x => x.m_Instructions));
- return excluded;
- }
-
- private UnityEditorInternal.ReorderableList mChildList;
- private UnityEditorInternal.ReorderableList mInstructionList;
-
- protected override void OnEnable()
- {
- base.OnEnable();
- mChildList = null;
- mInstructionList = null;
- }
-
- protected override void OnDisable()
- {
- base.OnDisable();
- }
-
- public override void OnInspectorGUI()
- {
- BeginInspector();
- if (mInstructionList == null)
- SetupInstructionList();
- if (mChildList == null)
- SetupChildList();
-
- // Ordinary properties
- DrawHeaderInInspector();
- DrawPropertyInInspector(FindProperty(x => x.m_Priority));
- DrawTargetsInInspector(FindProperty(x => x.m_Follow), FindProperty(x => x.m_LookAt));
- DrawRemainingPropertiesInInspector();
-
- // Instructions
- UpdateCameraCandidates();
- EditorGUI.BeginChangeCheck();
- EditorGUILayout.Separator();
- mInstructionList.DoLayoutList();
-
- // vcam children
- EditorGUILayout.Separator();
- mChildList.DoLayoutList();
- if (EditorGUI.EndChangeCheck())
- {
- serializedObject.ApplyModifiedProperties();
- Target.ValidateInstructions();
- }
-
- // Extensions
- DrawExtensionsWidgetInInspector();
- }
-
- private string[] mCameraCandidates;
- private Dictionary mCameraIndexLookup;
- private void UpdateCameraCandidates()
- {
- List vcams = new List();
- mCameraIndexLookup = new Dictionary();
- vcams.Add("(none)");
- CinemachineVirtualCameraBase[] children = Target.ChildCameras;
- foreach (var c in children)
- {
- mCameraIndexLookup[c] = vcams.Count;
- vcams.Add(c.Name);
- }
- mCameraCandidates = vcams.ToArray();
- }
-
- private int GetCameraIndex(Object obj)
- {
- if (obj == null || mCameraIndexLookup == null)
- return 0;
- CinemachineVirtualCameraBase vcam = obj as CinemachineVirtualCameraBase;
- if (vcam == null)
- return 0;
- if (!mCameraIndexLookup.ContainsKey(vcam))
- return 0;
- return mCameraIndexLookup[vcam];
- }
-
- void SetupInstructionList()
- {
- mInstructionList = new UnityEditorInternal.ReorderableList(serializedObject,
- serializedObject.FindProperty(() => Target.m_Instructions),
- true, true, true, true);
-
- // Needed for accessing field names as strings
- CinemachineBlendListCamera.Instruction def = new CinemachineBlendListCamera.Instruction();
-
- float vSpace = 2;
- float hSpace = 3;
- float floatFieldWidth = EditorGUIUtility.singleLineHeight * 2.5f;
- float hBigSpace = EditorGUIUtility.singleLineHeight * 2 / 3;
- mInstructionList.drawHeaderCallback = (Rect rect) =>
- {
- float sharedWidth = rect.width - EditorGUIUtility.singleLineHeight
- - floatFieldWidth - hSpace - hBigSpace;
- rect.x += EditorGUIUtility.singleLineHeight; rect.width = sharedWidth / 2;
- EditorGUI.LabelField(rect, "Child");
-
- rect.x += rect.width + hSpace;
- EditorGUI.LabelField(rect, "Blend in");
-
- rect.x += rect.width + hBigSpace; rect.width = floatFieldWidth;
- EditorGUI.LabelField(rect, "Hold");
- };
-
- mInstructionList.drawElementCallback
- = (Rect rect, int index, bool isActive, bool isFocused) =>
- {
- SerializedProperty instProp = mInstructionList.serializedProperty.GetArrayElementAtIndex(index);
- float sharedWidth = rect.width - floatFieldWidth - hSpace - hBigSpace;
- rect.y += vSpace; rect.height = EditorGUIUtility.singleLineHeight;
-
- rect.width = sharedWidth / 2;
- SerializedProperty vcamSelProp = instProp.FindPropertyRelative(() => def.m_VirtualCamera);
- int currentVcam = GetCameraIndex(vcamSelProp.objectReferenceValue);
- int vcamSelection = EditorGUI.Popup(rect, currentVcam, mCameraCandidates);
- if (currentVcam != vcamSelection)
- vcamSelProp.objectReferenceValue = (vcamSelection == 0)
- ? null : Target.ChildCameras[vcamSelection - 1];
-
- rect.x += rect.width + hSpace; rect.width = sharedWidth / 2;
- if (index > 0)
- EditorGUI.PropertyField(rect, instProp.FindPropertyRelative(() => def.m_Blend),
- GUIContent.none);
-
- if (index < mInstructionList.count - 1)
- {
- float oldWidth = EditorGUIUtility.labelWidth;
- EditorGUIUtility.labelWidth = hBigSpace;
-
- rect.x += rect.width; rect.width = floatFieldWidth + hBigSpace;
- SerializedProperty holdProp = instProp.FindPropertyRelative(() => def.m_Hold);
- EditorGUI.PropertyField(rect, holdProp, new GUIContent(" ", holdProp.tooltip));
- holdProp.floatValue = Mathf.Max(holdProp.floatValue, 0);
-
- EditorGUIUtility.labelWidth = oldWidth;
- }
- };
- }
-
- void SetupChildList()
- {
- float vSpace = 2;
- mChildList = new UnityEditorInternal.ReorderableList(serializedObject,
- serializedObject.FindProperty(() => Target.m_ChildCameras),
- true, true, true, true);
-
- mChildList.drawHeaderCallback = (Rect rect) =>
- {
- EditorGUI.LabelField(rect, "Virtual Camera Children");
- };
- mChildList.drawElementCallback
- = (Rect rect, int index, bool isActive, bool isFocused) =>
- {
- rect.y += vSpace;
- Vector2 pos = rect.position;
- rect.height = EditorGUIUtility.singleLineHeight;
- SerializedProperty element
- = mChildList.serializedProperty.GetArrayElementAtIndex(index);
- EditorGUI.PropertyField(rect, element, GUIContent.none);
- };
- mChildList.onChangedCallback = (UnityEditorInternal.ReorderableList l) =>
- {
- if (l.index < 0 || l.index >= l.serializedProperty.arraySize)
- return;
- Object o = l.serializedProperty.GetArrayElementAtIndex(
- l.index).objectReferenceValue;
- CinemachineVirtualCameraBase vcam = (o != null)
- ? (o as CinemachineVirtualCameraBase) : null;
- if (vcam != null)
- vcam.transform.SetSiblingIndex(l.index);
- };
- mChildList.onAddCallback = (UnityEditorInternal.ReorderableList l) =>
- {
- var index = l.serializedProperty.arraySize;
- var vcam = CinemachineMenu.CreateDefaultVirtualCamera();
- Undo.SetTransformParent(vcam.transform, Target.transform, "");
- vcam.transform.SetSiblingIndex(index);
- };
- mChildList.onRemoveCallback = (UnityEditorInternal.ReorderableList l) =>
- {
- Object o = l.serializedProperty.GetArrayElementAtIndex(
- l.index).objectReferenceValue;
- CinemachineVirtualCameraBase vcam = (o != null)
- ? (o as CinemachineVirtualCameraBase) : null;
- if (vcam != null)
- Undo.DestroyObjectImmediate(vcam.gameObject);
- };
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineBlendListCameraEditor.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineBlendListCameraEditor.cs.meta
deleted file mode 100644
index d4a700e99..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineBlendListCameraEditor.cs.meta
+++ /dev/null
@@ -1,13 +0,0 @@
-fileFormatVersion: 2
-guid: 0181db608628b494d8ae50728e507ce1
-timeCreated: 1509479768
-licenseType: Pro
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineBlenderSettingsEditor.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineBlenderSettingsEditor.cs
deleted file mode 100644
index cead137aa..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineBlenderSettingsEditor.cs
+++ /dev/null
@@ -1,153 +0,0 @@
-using UnityEngine;
-using UnityEditor;
-using UnityEditorInternal;
-using System.Collections.Generic;
-
-namespace Cinemachine.Editor
-{
- [CustomEditor(typeof(CinemachineBlenderSettings))]
- internal sealed class CinemachineBlenderSettingsEditor : BaseEditor
- {
- private ReorderableList mBlendList;
-
- ///
- /// Called when building the Camera popup menus, to get the domain of possible
- /// cameras. If no delegate is set, will find all top-level (non-slave)
- /// virtual cameras in the scene.
- ///
- public GetAllVirtualCamerasDelegate GetAllVirtualCameras;
- public delegate CinemachineVirtualCameraBase[] GetAllVirtualCamerasDelegate();
-
- protected override List GetExcludedPropertiesInInspector()
- {
- List excluded = base.GetExcludedPropertiesInInspector();
- excluded.Add(FieldPath(x => x.m_CustomBlends));
- return excluded;
- }
-
- public override void OnInspectorGUI()
- {
- BeginInspector();
- if (mBlendList == null)
- SetupBlendList();
-
- DrawRemainingPropertiesInInspector();
-
- UpdateCameraCandidates();
- mBlendList.DoLayoutList();
- serializedObject.ApplyModifiedProperties();
- }
-
- private string[] mCameraCandidates;
- private Dictionary mCameraIndexLookup;
- private void UpdateCameraCandidates()
- {
- List vcams = new List();
- mCameraIndexLookup = new Dictionary();
-
- CinemachineVirtualCameraBase[] candidates;
- if (GetAllVirtualCameras != null)
- candidates = GetAllVirtualCameras();
- else
- {
- // Get all top-level (i.e. non-slave) virtual cameras
- candidates = Resources.FindObjectsOfTypeAll(
- typeof(CinemachineVirtualCameraBase)) as CinemachineVirtualCameraBase[];
-
- for (int i = 0; i < candidates.Length; ++i)
- if (candidates[i].ParentCamera != null)
- candidates[i] = null;
- }
- vcams.Add("(none)");
- vcams.Add(CinemachineBlenderSettings.kBlendFromAnyCameraLabel);
- foreach (CinemachineVirtualCameraBase c in candidates)
- if (c != null && !vcams.Contains(c.Name))
- vcams.Add(c.Name);
-
- mCameraCandidates = vcams.ToArray();
- for (int i = 0; i < mCameraCandidates.Length; ++i)
- mCameraIndexLookup[mCameraCandidates[i]] = i;
- }
-
- private int GetCameraIndex(string name)
- {
- if (name == null || mCameraIndexLookup == null)
- return 0;
- if (!mCameraIndexLookup.ContainsKey(name))
- return 0;
- return mCameraIndexLookup[name];
- }
-
- void SetupBlendList()
- {
- mBlendList = new ReorderableList(serializedObject,
- serializedObject.FindProperty(() => Target.m_CustomBlends),
- true, true, true, true);
-
- // Needed for accessing string names of fields
- CinemachineBlenderSettings.CustomBlend def = new CinemachineBlenderSettings.CustomBlend();
- CinemachineBlendDefinition def2 = new CinemachineBlendDefinition();
-
- float vSpace = 2;
- float hSpace = 3;
- float floatFieldWidth = EditorGUIUtility.singleLineHeight * 2.5f;
- mBlendList.drawHeaderCallback = (Rect rect) =>
- {
- rect.width -= (EditorGUIUtility.singleLineHeight + 2 * hSpace);
- rect.width /= 3;
- Vector2 pos = rect.position; pos.x += EditorGUIUtility.singleLineHeight;
- rect.position = pos;
- EditorGUI.LabelField(rect, "From");
-
- pos.x += rect.width + hSpace; rect.position = pos;
- EditorGUI.LabelField(rect, "To");
-
- pos.x += rect.width + hSpace; rect.width -= floatFieldWidth + hSpace; rect.position = pos;
- EditorGUI.LabelField(rect, "Style");
-
- pos.x += rect.width + hSpace; rect.width = floatFieldWidth; rect.position = pos;
- EditorGUI.LabelField(rect, "Time");
- };
-
- mBlendList.drawElementCallback
- = (Rect rect, int index, bool isActive, bool isFocused) =>
- {
- SerializedProperty element
- = mBlendList.serializedProperty.GetArrayElementAtIndex(index);
-
- rect.y += vSpace;
- rect.height = EditorGUIUtility.singleLineHeight;
- Vector2 pos = rect.position;
- rect.width -= 2 * hSpace; rect.width /= 3;
- SerializedProperty fromProp = element.FindPropertyRelative(() => def.m_From);
- int current = GetCameraIndex(fromProp.stringValue);
- int sel = EditorGUI.Popup(rect, current, mCameraCandidates);
- if (current != sel)
- fromProp.stringValue = mCameraCandidates[sel];
-
- pos.x += rect.width + hSpace; rect.position = pos;
- SerializedProperty toProp = element.FindPropertyRelative(() => def.m_To);
- current = GetCameraIndex(toProp.stringValue);
- sel = EditorGUI.Popup(rect, current, mCameraCandidates);
- if (current != sel)
- toProp.stringValue = mCameraCandidates[sel];
-
- SerializedProperty blendProp = element.FindPropertyRelative(() => def.m_Blend);
- pos.x += rect.width + hSpace; rect.position = pos;
- EditorGUI.PropertyField(rect, blendProp, GUIContent.none);
- };
-
- mBlendList.onAddCallback = (ReorderableList l) =>
- {
- var index = l.serializedProperty.arraySize;
- ++l.serializedProperty.arraySize;
- SerializedProperty blendProp = l.serializedProperty.GetArrayElementAtIndex(
- index).FindPropertyRelative(() => def.m_Blend);
-
- blendProp.FindPropertyRelative(() => def2.m_Style).enumValueIndex
- = (int)CinemachineBlendDefinition.Style.EaseInOut;
- blendProp.FindPropertyRelative(() => def2.m_Time).floatValue = 2f;
- };
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineBlenderSettingsEditor.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineBlenderSettingsEditor.cs.meta
deleted file mode 100644
index abb606062..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineBlenderSettingsEditor.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 1ff9d8296ed1f02419bf4f417ff2265e
-timeCreated: 1486495673
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineBrainEditor.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineBrainEditor.cs
deleted file mode 100644
index a9664f050..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineBrainEditor.cs
+++ /dev/null
@@ -1,146 +0,0 @@
-using UnityEngine;
-using UnityEditor;
-using System.Collections.Generic;
-using Cinemachine.Utility;
-using System.IO;
-
-namespace Cinemachine.Editor
-{
- [CustomEditor(typeof(CinemachineBrain))]
- public sealed class CinemachineBrainEditor : BaseEditor
- {
- EmbeddeAssetEditor m_BlendsEditor;
- bool mEventsExpanded = false;
-
- protected override List GetExcludedPropertiesInInspector()
- {
- List excluded = base.GetExcludedPropertiesInInspector();
- excluded.Add(FieldPath(x => x.m_CameraCutEvent));
- excluded.Add(FieldPath(x => x.m_CameraActivatedEvent));
- excluded.Add(FieldPath(x => x.m_CustomBlends));
- return excluded;
- }
-
- private void OnEnable()
- {
- m_BlendsEditor = new EmbeddeAssetEditor(
- FieldPath(x => x.m_CustomBlends), this);
- m_BlendsEditor.OnChanged = (CinemachineBlenderSettings b) =>
- {
- UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
- };
- }
-
- private void OnDisable()
- {
- if (m_BlendsEditor != null)
- m_BlendsEditor.OnDisable();
- }
-
- public override void OnInspectorGUI()
- {
- BeginInspector();
-
- // Show the active camera and blend
- GUI.enabled = false;
- ICinemachineCamera vcam = Target.ActiveVirtualCamera;
- Transform activeCam = (vcam != null && vcam.VirtualCameraGameObject != null)
- ? vcam.VirtualCameraGameObject.transform : null;
- EditorGUILayout.ObjectField("Live Camera", activeCam, typeof(Transform), true);
- EditorGUILayout.DelayedTextField(
- "Live Blend", Target.ActiveBlend != null
- ? Target.ActiveBlend.Description : string.Empty);
- GUI.enabled = true;
-
- // Normal properties
- DrawRemainingPropertiesInInspector();
-
- // Blender
- m_BlendsEditor.DrawEditorCombo(
- "Create New Blender Asset",
- Target.gameObject.name + " Blends", "asset", string.Empty,
- "Custom Blends", false);
-
- mEventsExpanded = EditorGUILayout.Foldout(mEventsExpanded, "Events", true);
- if (mEventsExpanded)
- {
- EditorGUILayout.PropertyField(FindProperty(x => x.m_CameraCutEvent));
- EditorGUILayout.PropertyField(FindProperty(x => x.m_CameraActivatedEvent));
- }
- serializedObject.ApplyModifiedProperties();
- }
-
- [DrawGizmo(GizmoType.Selected | GizmoType.NonSelected, typeof(CinemachineBrain))]
- private static void DrawBrainGizmos(CinemachineBrain brain, GizmoType drawType)
- {
- if (brain.OutputCamera != null && brain.m_ShowCameraFrustum)
- {
- DrawCameraFrustumGizmo(
- brain, LensSettings.FromCamera(brain.OutputCamera),
- brain.transform.localToWorldMatrix,
- Color.white); // GML why is this color hardcoded?
- }
- }
-
- internal static void DrawCameraFrustumGizmo(
- CinemachineBrain brain, LensSettings lens,
- Matrix4x4 transform, Color color)
- {
- float aspect = 1;
- bool ortho = false;
- if (brain != null)
- {
- aspect = brain.OutputCamera.aspect;
- ortho = brain.OutputCamera.orthographic;
- }
-
- Matrix4x4 originalMatrix = Gizmos.matrix;
- Color originalGizmoColour = Gizmos.color;
- Gizmos.color = color;
- Gizmos.matrix = transform;
- if (ortho)
- {
- Vector3 size = new Vector3(
- aspect * lens.OrthographicSize * 2,
- lens.OrthographicSize * 2,
- lens.NearClipPlane + lens.FarClipPlane);
- Gizmos.DrawWireCube(
- new Vector3(0, 0, (size.z / 2) + lens.NearClipPlane), size);
- }
- else
- {
- Gizmos.DrawFrustum(
- Vector3.zero, lens.FieldOfView,
- lens.FarClipPlane, lens.NearClipPlane, aspect);
- }
- Gizmos.matrix = originalMatrix;
- Gizmos.color = originalGizmoColour;
- }
-
- [DrawGizmo(GizmoType.Active | GizmoType.InSelectionHierarchy | GizmoType.Pickable, typeof(CinemachineVirtualCameraBase))]
- public static void DrawVirtualCameraBaseGizmos(CinemachineVirtualCameraBase vcam, GizmoType selectionType)
- {
- // Don't draw gizmos on hidden stuff
- if ((vcam.gameObject.hideFlags & (HideFlags.HideInHierarchy | HideFlags.HideInInspector)) != 0)
- return;
-
- if (vcam.ParentCamera != null && (selectionType & GizmoType.Active) == 0)
- return;
-
- CameraState state = vcam.State;
- Gizmos.DrawIcon(state.FinalPosition, kGizmoFileName, true);
-
- DrawCameraFrustumGizmo(
- CinemachineCore.Instance.FindPotentialTargetBrain(vcam),
- state.Lens,
- Matrix4x4.TRS(
- state.FinalPosition,
- UnityQuaternionExtensions.Normalized(state.FinalOrientation), Vector3.one),
- CinemachineCore.Instance.IsLive(vcam)
- ? CinemachineSettings.CinemachineCoreSettings.ActiveGizmoColour
- : CinemachineSettings.CinemachineCoreSettings.InactiveGizmoColour);
- }
-
- static string kGizmoFileName = "Packages/com.unity.cinemachine/Gizmos/cm_logo.png";
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineBrainEditor.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineBrainEditor.cs.meta
deleted file mode 100644
index a6c202abb..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineBrainEditor.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 711aad28b4057bd4783120e26ff2ee25
-timeCreated: 1483406727
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineClearShotEditor.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineClearShotEditor.cs
deleted file mode 100644
index 8435bc8e7..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineClearShotEditor.cs
+++ /dev/null
@@ -1,210 +0,0 @@
-using UnityEditor;
-using UnityEngine;
-
-namespace Cinemachine.Editor
-{
- [CustomEditor(typeof(CinemachineClearShot))]
- internal sealed class CinemachineClearShotEditor
- : CinemachineVirtualCameraBaseEditor
- {
- EmbeddeAssetEditor m_BlendsEditor;
- ColliderState m_ColliderState;
-
- private UnityEditorInternal.ReorderableList mChildList;
-
- protected override void OnEnable()
- {
- base.OnEnable();
- m_BlendsEditor = new EmbeddeAssetEditor(
- FieldPath(x => x.m_CustomBlends), this);
- m_BlendsEditor.OnChanged = (CinemachineBlenderSettings b) =>
- {
- UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
- };
- m_BlendsEditor.OnCreateEditor = (UnityEditor.Editor ed) =>
- {
- CinemachineBlenderSettingsEditor editor = ed as CinemachineBlenderSettingsEditor;
- if (editor != null)
- editor.GetAllVirtualCameras = () => { return Target.ChildCameras; };
- };
- mChildList = null;
- }
-
- protected override void OnDisable()
- {
- base.OnDisable();
- if (m_BlendsEditor != null)
- m_BlendsEditor.OnDisable();
- }
-
- public override void OnInspectorGUI()
- {
- BeginInspector();
- if (mChildList == null)
- SetupChildList();
-
- m_ColliderState = GetColliderState();
- switch (m_ColliderState)
- {
- case ColliderState.ColliderOnParent:
- case ColliderState.ColliderOnAllChildren:
- break;
- case ColliderState.NoCollider:
- EditorGUILayout.HelpBox(
- "ClearShot requires a Collider extension to rank the shots. Either add one to the ClearShot itself, or to each of the child cameras.",
- MessageType.Warning);
- break;
- case ColliderState.ColliderOnSomeChildren:
- EditorGUILayout.HelpBox(
- "Some child cameras do not have a Collider extension. ClearShot requires a Collider on all the child cameras, or alternatively on the ClearShot iself.",
- MessageType.Warning);
- break;
- case ColliderState.ColliderOnChildrenAndParent:
- EditorGUILayout.HelpBox(
- "There is a Collider extension on the ClearShot camera, and also on some of its child cameras. You can't have both.",
- MessageType.Error);
- break;
- }
-
- DrawHeaderInInspector();
- DrawPropertyInInspector(FindProperty(x => x.m_Priority));
- DrawTargetsInInspector(FindProperty(x => x.m_Follow), FindProperty(x => x.m_LookAt));
- DrawRemainingPropertiesInInspector();
-
- // Blends
- m_BlendsEditor.DrawEditorCombo(
- "Create New Blender Asset",
- Target.gameObject.name + " Blends", "asset", string.Empty,
- "Custom Blends", false);
-
- // vcam children
- EditorGUILayout.Separator();
- EditorGUI.BeginChangeCheck();
- mChildList.DoLayoutList();
- if (EditorGUI.EndChangeCheck())
- serializedObject.ApplyModifiedProperties();
-
- // Extensions
- DrawExtensionsWidgetInInspector();
- }
-
- enum ColliderState
- {
- NoCollider,
- ColliderOnAllChildren,
- ColliderOnSomeChildren,
- ColliderOnParent,
- ColliderOnChildrenAndParent
- }
-
- ColliderState GetColliderState()
- {
- int numChildren = 0;
- int numColliderChildren = 0;
- bool colliderOnParent = ObjectHasCollider(Target);
-
- var children = Target.m_ChildCameras;
- numChildren = children == null ? 0 : children.Length;
- for (int i = 0; i < numChildren; ++i)
- if (ObjectHasCollider(children[i]))
- ++numColliderChildren;
- if (colliderOnParent)
- return (numColliderChildren > 0)
- ? ColliderState.ColliderOnChildrenAndParent : ColliderState.ColliderOnParent;
- if (numColliderChildren > 0)
- return (numColliderChildren == numChildren)
- ? ColliderState.ColliderOnAllChildren : ColliderState.ColliderOnSomeChildren;
- return ColliderState.NoCollider;
- }
-
- bool ObjectHasCollider(object obj)
- {
- CinemachineVirtualCameraBase vcam = obj as CinemachineVirtualCameraBase;
- var collider = (vcam == null) ? null : vcam.GetComponent();
- return (collider != null && collider.enabled);
- }
-
- void SetupChildList()
- {
- float vSpace = 2;
- float hSpace = 3;
- float floatFieldWidth = EditorGUIUtility.singleLineHeight * 2.5f;
-
- mChildList = new UnityEditorInternal.ReorderableList(
- serializedObject, FindProperty(x => x.m_ChildCameras), true, true, true, true);
-
- mChildList.drawHeaderCallback = (Rect rect) =>
- {
- EditorGUI.LabelField(rect, "Virtual Camera Children");
- GUIContent priorityText = new GUIContent("Priority");
- var textDimensions = GUI.skin.label.CalcSize(priorityText);
- rect.x += rect.width - textDimensions.x;
- rect.width = textDimensions.x;
- EditorGUI.LabelField(rect, priorityText);
- };
- mChildList.drawElementCallback
- = (Rect rect, int index, bool isActive, bool isFocused) =>
- {
- rect.y += vSpace;
- rect.width -= floatFieldWidth + hSpace;
- rect.height = EditorGUIUtility.singleLineHeight;
- SerializedProperty element = mChildList.serializedProperty.GetArrayElementAtIndex(index);
- if (m_ColliderState == ColliderState.ColliderOnSomeChildren
- || m_ColliderState == ColliderState.ColliderOnChildrenAndParent)
- {
- bool hasCollider = ObjectHasCollider(element.objectReferenceValue);
- if ((m_ColliderState == ColliderState.ColliderOnSomeChildren && !hasCollider)
- || (m_ColliderState == ColliderState.ColliderOnChildrenAndParent && hasCollider))
- {
- float width = rect.width;
- rect.width = rect.height;
- GUIContent label = new GUIContent("");
- label.image = EditorGUIUtility.IconContent("console.warnicon.sml").image;
- EditorGUI.LabelField(rect, label);
- width -= rect.width; rect.x += rect.width; rect.width = width;
- }
- }
- EditorGUI.PropertyField(rect, element, GUIContent.none);
-
- SerializedObject obj = new SerializedObject(element.objectReferenceValue);
- rect.x += rect.width + hSpace; rect.width = floatFieldWidth;
- SerializedProperty priorityProp = obj.FindProperty(() => Target.m_Priority);
- float oldWidth = EditorGUIUtility.labelWidth;
- EditorGUIUtility.labelWidth = hSpace * 2;
- EditorGUI.PropertyField(rect, priorityProp, new GUIContent(" "));
- EditorGUIUtility.labelWidth = oldWidth;
- obj.ApplyModifiedProperties();
- };
- mChildList.onChangedCallback = (UnityEditorInternal.ReorderableList l) =>
- {
- if (l.index < 0 || l.index >= l.serializedProperty.arraySize)
- return;
- Object o = l.serializedProperty.GetArrayElementAtIndex(
- l.index).objectReferenceValue;
- CinemachineVirtualCameraBase vcam = (o != null)
- ? (o as CinemachineVirtualCameraBase) : null;
- if (vcam != null)
- vcam.transform.SetSiblingIndex(l.index);
- };
- mChildList.onAddCallback = (UnityEditorInternal.ReorderableList l) =>
- {
- var index = l.serializedProperty.arraySize;
- var vcam = CinemachineMenu.CreateDefaultVirtualCamera();
- Undo.SetTransformParent(vcam.transform, Target.transform, "");
- var collider = Undo.AddComponent(vcam.gameObject);
- collider.m_AvoidObstacles = false;
- Undo.RecordObject(collider, "create ClearShot child");
- vcam.transform.SetSiblingIndex(index);
- };
- mChildList.onRemoveCallback = (UnityEditorInternal.ReorderableList l) =>
- {
- Object o = l.serializedProperty.GetArrayElementAtIndex(
- l.index).objectReferenceValue;
- CinemachineVirtualCameraBase vcam = (o != null)
- ? (o as CinemachineVirtualCameraBase) : null;
- if (vcam != null)
- Undo.DestroyObjectImmediate(vcam.gameObject);
- };
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineClearShotEditor.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineClearShotEditor.cs.meta
deleted file mode 100644
index 8043f7ed7..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineClearShotEditor.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 6036af5730313e54699c5a693891fe90
-timeCreated: 1484508430
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineColliderEditor.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineColliderEditor.cs
deleted file mode 100644
index 7438f237c..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineColliderEditor.cs
+++ /dev/null
@@ -1,78 +0,0 @@
-using UnityEngine;
-using UnityEditor;
-using System.Collections.Generic;
-
-namespace Cinemachine.Editor
-{
- [CustomEditor(typeof(CinemachineCollider))]
- internal sealed class CinemachineColliderEditor : BaseEditor
- {
- protected override List GetExcludedPropertiesInInspector()
- {
- List excluded = base.GetExcludedPropertiesInInspector();
- if (!Target.m_AvoidObstacles)
- {
- excluded.Add(FieldPath(x => x.m_DistanceLimit));
- excluded.Add(FieldPath(x => x.m_CameraRadius));
- excluded.Add(FieldPath(x => x.m_Strategy));
- excluded.Add(FieldPath(x => x.m_MaximumEffort));
- excluded.Add(FieldPath(x => x.m_Damping));
- excluded.Add(FieldPath(x => x.m_DampingWhenOccluded));
- excluded.Add(FieldPath(x => x.m_SmoothingTime));
- }
- else if (Target.m_Strategy == CinemachineCollider.ResolutionStrategy.PullCameraForward)
- {
- excluded.Add(FieldPath(x => x.m_MaximumEffort));
- }
- return excluded;
- }
-
- public override void OnInspectorGUI()
- {
- BeginInspector();
-
- if (Target.m_AvoidObstacles && !Target.VirtualCamera.State.HasLookAt)
- EditorGUILayout.HelpBox(
- "Avoid Obstacles requires a LookAt target.",
- MessageType.Warning);
-
- DrawRemainingPropertiesInInspector();
- }
-
- [DrawGizmo(GizmoType.Active | GizmoType.Selected, typeof(CinemachineCollider))]
- private static void DrawColliderGizmos(CinemachineCollider collider, GizmoType type)
- {
- CinemachineVirtualCameraBase vcam = (collider != null) ? collider.VirtualCamera : null;
- if (vcam != null && collider.enabled)
- {
- Color oldColor = Gizmos.color;
- Vector3 pos = vcam.State.FinalPosition;
- if (collider.m_AvoidObstacles && vcam.State.HasLookAt)
- {
- Gizmos.color = CinemachineColliderPrefs.FeelerColor;
- if (collider.m_CameraRadius > 0)
- Gizmos.DrawWireSphere(pos, collider.m_CameraRadius);
-
- Vector3 forwardFeelerVector = (vcam.State.ReferenceLookAt - pos).normalized;
- float distance = collider.m_DistanceLimit;
- Gizmos.DrawLine(pos, pos + forwardFeelerVector * distance);
-
- // Show the avoidance path, for debugging
- List> debugPaths = collider.DebugPaths;
- foreach (var path in debugPaths)
- {
- Gizmos.color = CinemachineColliderPrefs.FeelerHitColor;
- Vector3 p0 = vcam.State.ReferenceLookAt;
- foreach (var p in path)
- {
- Gizmos.DrawLine(p0, p);
- p0 = p;
- }
- Gizmos.DrawLine(p0, pos);
- }
- }
- Gizmos.color = oldColor;
- }
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineColliderEditor.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineColliderEditor.cs.meta
deleted file mode 100644
index 394fc4c87..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineColliderEditor.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: bf34fbe7a6e71634493d770ed0031f9d
-timeCreated: 1486652356
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineComposerEditor.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineComposerEditor.cs
deleted file mode 100644
index 39e4ef04c..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineComposerEditor.cs
+++ /dev/null
@@ -1,92 +0,0 @@
-using UnityEngine;
-using UnityEditor;
-using Cinemachine.Utility;
-
-namespace Cinemachine.Editor
-{
- [CustomEditor(typeof(CinemachineComposer))]
- internal class CinemachineComposerEditor : BaseEditor
- {
- CinemachineScreenComposerGuides mScreenGuideEditor;
-
- protected virtual void OnEnable()
- {
- mScreenGuideEditor = new CinemachineScreenComposerGuides();
- mScreenGuideEditor.GetHardGuide = () => { return Target.HardGuideRect; };
- mScreenGuideEditor.GetSoftGuide = () => { return Target.SoftGuideRect; };
- mScreenGuideEditor.SetHardGuide = (Rect r) => { Target.HardGuideRect = r; };
- mScreenGuideEditor.SetSoftGuide = (Rect r) => { Target.SoftGuideRect = r; };
- mScreenGuideEditor.Target = () => { return serializedObject; };
-
- CinemachineDebug.OnGUIHandlers -= OnGUI;
- CinemachineDebug.OnGUIHandlers += OnGUI;
- UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
- }
-
- protected virtual void OnDisable()
- {
- CinemachineDebug.OnGUIHandlers -= OnGUI;
- UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
- }
-
- public override void OnInspectorGUI()
- {
- BeginInspector();
- if (Target.LookAtTarget == null)
- EditorGUILayout.HelpBox(
- "A LookAt target is required. Change Aim to Do Nothing if you don't want a LookAt target.",
- MessageType.Warning);
-
- // First snapshot some settings
- Rect oldHard = Target.HardGuideRect;
- Rect oldSoft = Target.SoftGuideRect;
-
- // Draw the properties
- DrawRemainingPropertiesInInspector();
- mScreenGuideEditor.SetNewBounds(oldHard, oldSoft, Target.HardGuideRect, Target.SoftGuideRect);
- }
-
- protected virtual void OnGUI()
- {
- if (Target == null)
- return;
-
- // Draw the camera guides
- if (!Target.IsValid || !CinemachineSettings.CinemachineCoreSettings.ShowInGameGuides)
- return;
-
- CinemachineBrain brain = CinemachineCore.Instance.FindPotentialTargetBrain(Target.VirtualCamera);
- if (brain == null || (brain.OutputCamera.activeTexture != null && CinemachineCore.Instance.BrainCount > 1))
- return;
-
- bool isLive = CinemachineCore.Instance.IsLive(Target.VirtualCamera);
-
- // Screen guides
- mScreenGuideEditor.OnGUI_DrawGuides(isLive, brain.OutputCamera, Target.VcamState.Lens, true);
-
- // Draw an on-screen gizmo for the target
- if (Target.LookAtTarget != null && isLive)
- {
- Vector3 targetScreenPosition = brain.OutputCamera.WorldToScreenPoint(Target.TrackedPoint);
- if (targetScreenPosition.z > 0)
- {
- targetScreenPosition.y = Screen.height - targetScreenPosition.y;
-
- GUI.color = CinemachineSettings.ComposerSettings.TargetColour;
- Rect r = new Rect(targetScreenPosition, Vector2.zero);
- float size = (CinemachineSettings.ComposerSettings.TargetSize
- + CinemachineScreenComposerGuides.kGuideBarWidthPx) / 2;
- GUI.DrawTexture(r.Inflated(new Vector2(size, size)), Texture2D.whiteTexture);
- size -= CinemachineScreenComposerGuides.kGuideBarWidthPx;
- if (size > 0)
- {
- Vector4 overlayOpacityScalar
- = new Vector4(1f, 1f, 1f, CinemachineSettings.ComposerSettings.OverlayOpacity);
- GUI.color = Color.black * overlayOpacityScalar;
- GUI.DrawTexture(r.Inflated(new Vector2(size, size)), Texture2D.whiteTexture);
- }
- }
- }
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineComposerEditor.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineComposerEditor.cs.meta
deleted file mode 100644
index 1c9b69a57..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineComposerEditor.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 2bb09c3bc24a82648a2e4fc008a28d8b
-timeCreated: 1484088329
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineConfinerEditor.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineConfinerEditor.cs
deleted file mode 100644
index 72a888de5..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineConfinerEditor.cs
+++ /dev/null
@@ -1,161 +0,0 @@
-using UnityEngine;
-using UnityEditor;
-using System;
-using System.Collections.Generic;
-
-namespace Cinemachine.Editor
-{
- [CustomEditor(typeof(CinemachineConfiner))]
- internal sealed class CinemachineConfinerEditor : BaseEditor
- {
- protected override List GetExcludedPropertiesInInspector()
- {
- List excluded = base.GetExcludedPropertiesInInspector();
- CinemachineBrain brain = CinemachineCore.Instance.FindPotentialTargetBrain(Target.VirtualCamera);
- bool ortho = brain != null ? brain.OutputCamera.orthographic : false;
- if (!ortho)
- excluded.Add(FieldPath(x => x.m_ConfineScreenEdges));
- if (Target.m_ConfineMode == CinemachineConfiner.Mode.Confine2D)
- excluded.Add(FieldPath(x => x.m_BoundingVolume));
- else
- excluded.Add(FieldPath(x => x.m_BoundingShape2D));
- return excluded;
- }
-
- public override void OnInspectorGUI()
- {
- BeginInspector();
- if (Target.m_ConfineMode == CinemachineConfiner.Mode.Confine2D)
- {
- if (Target.m_BoundingShape2D == null)
- EditorGUILayout.HelpBox("A Bounding Shape is required.", MessageType.Warning);
- else if (Target.m_BoundingShape2D.GetType() != typeof(PolygonCollider2D)
- && Target.m_BoundingShape2D.GetType() != typeof(CompositeCollider2D))
- {
- EditorGUILayout.HelpBox(
- "Must be a PolygonCollider2D or CompositeCollider2D.",
- MessageType.Warning);
- }
- else if (Target.m_BoundingShape2D.GetType() == typeof(CompositeCollider2D))
- {
- CompositeCollider2D poly = Target.m_BoundingShape2D as CompositeCollider2D;
- if (poly.geometryType != CompositeCollider2D.GeometryType.Polygons)
- {
- EditorGUILayout.HelpBox(
- "CompositeCollider2D geometry type must be Polygons",
- MessageType.Warning);
- }
- }
- }
- else
- {
- if (Target.m_BoundingVolume == null)
- EditorGUILayout.HelpBox("A Bounding Volume is required.", MessageType.Warning);
- else if (Target.m_BoundingVolume.GetType() != typeof(BoxCollider)
- && Target.m_BoundingVolume.GetType() != typeof(SphereCollider)
- && Target.m_BoundingVolume.GetType() != typeof(CapsuleCollider))
- {
- EditorGUILayout.HelpBox(
- "Must be a BoxCollider, SphereCollider, or CapsuleCollider.",
- MessageType.Warning);
- }
- }
- DrawRemainingPropertiesInInspector();
- }
-
- [DrawGizmo(GizmoType.Active | GizmoType.Selected, typeof(CinemachineConfiner))]
- private static void DrawColliderGizmos(CinemachineConfiner confiner, GizmoType type)
- {
- CinemachineVirtualCameraBase vcam = (confiner != null) ? confiner.VirtualCamera : null;
- if (vcam != null && confiner.IsValid)
- {
- Matrix4x4 oldMatrix = Gizmos.matrix;
- Color oldColor = Gizmos.color;
- Gizmos.color = Color.yellow;
-
- if (confiner.m_ConfineMode == CinemachineConfiner.Mode.Confine3D)
- {
- Transform t = confiner.m_BoundingVolume.transform;
- Gizmos.matrix = Matrix4x4.TRS(t.position, t.rotation, t.lossyScale);
-
- Type colliderType = confiner.m_BoundingVolume.GetType();
- if (colliderType == typeof(BoxCollider))
- {
- BoxCollider c = confiner.m_BoundingVolume as BoxCollider;
- Gizmos.DrawWireCube(c.center, c.size);
- }
- else if (colliderType == typeof(SphereCollider))
- {
- SphereCollider c = confiner.m_BoundingVolume as SphereCollider;
- Gizmos.DrawWireSphere(c.center, c.radius);
- }
- else if (colliderType == typeof(CapsuleCollider))
- {
- CapsuleCollider c = confiner.m_BoundingVolume as CapsuleCollider;
- Vector3 size = Vector3.one * c.radius * 2;
- switch (c.direction)
- {
- case 0: size.x = c.height; break;
- case 1: size.y = c.height; break;
- case 2: size.z = c.height; break;
- }
- Gizmos.DrawWireCube(c.center, size);
- }
- else if (colliderType == typeof(MeshCollider))
- {
- MeshCollider c = confiner.m_BoundingVolume as MeshCollider;
- Gizmos.DrawWireMesh(c.sharedMesh);
- }
- else
- {
- // Just draw an AABB - not very nice!
- Gizmos.matrix = oldMatrix;
- Bounds bounds = confiner.m_BoundingVolume.bounds;
- Gizmos.DrawWireCube(t.position, bounds.extents * 2);
- }
- }
- else
- {
- Transform t = confiner.m_BoundingShape2D.transform;
- Gizmos.matrix = Matrix4x4.TRS(t.position, t.rotation, t.lossyScale);
-
- Type colliderType = confiner.m_BoundingShape2D.GetType();
- if (colliderType == typeof(PolygonCollider2D))
- {
- PolygonCollider2D poly = confiner.m_BoundingShape2D as PolygonCollider2D;
- for (int i = 0; i < poly.pathCount; ++i)
- DrawPath(poly.GetPath(i), -1);
- }
- else if (colliderType == typeof(CompositeCollider2D))
- {
- CompositeCollider2D poly = confiner.m_BoundingShape2D as CompositeCollider2D;
- Vector2[] path = new Vector2[poly.pointCount];
- for (int i = 0; i < poly.pathCount; ++i)
- {
- int numPoints = poly.GetPath(i, path);
- DrawPath(path, numPoints);
- }
- }
- }
- Gizmos.color = oldColor;
- Gizmos.matrix = oldMatrix;
- }
- }
-
- static void DrawPath(Vector2[] path, int numPoints)
- {
- if (numPoints < 0)
- numPoints = path.Length;
- if (numPoints > 0)
- {
- Vector2 v0 = path[numPoints-1];
- for (int j = 0; j < numPoints; ++j)
- {
- Vector2 v = path[j];
- Gizmos.DrawLine(v0, v);
- v0 = v;
- }
- }
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineConfinerEditor.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineConfinerEditor.cs.meta
deleted file mode 100644
index 763f3d060..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineConfinerEditor.cs.meta
+++ /dev/null
@@ -1,13 +0,0 @@
-fileFormatVersion: 2
-guid: 3f7c779802a73d5448e38af7c39fbaa5
-timeCreated: 1503423096
-licenseType: Pro
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineExternalCameraEditor.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineExternalCameraEditor.cs
deleted file mode 100644
index 083badb9c..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineExternalCameraEditor.cs
+++ /dev/null
@@ -1,17 +0,0 @@
-using System.Collections.Generic;
-using UnityEditor;
-
-namespace Cinemachine.Editor
-{
- [CustomEditor(typeof(CinemachineExternalCamera))]
- internal class CinemachineExternalCameraEditor
- : CinemachineVirtualCameraBaseEditor
- {
- protected override List GetExcludedPropertiesInInspector()
- {
- List excluded = base.GetExcludedPropertiesInInspector();
- excluded.Add("Extensions");
- return excluded;
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineExternalCameraEditor.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineExternalCameraEditor.cs.meta
deleted file mode 100644
index 97a0d8169..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineExternalCameraEditor.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 3226d9f88577be74197693bd17cff8c3
-timeCreated: 1506455627
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineFramingTransposerEditor.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineFramingTransposerEditor.cs
deleted file mode 100644
index 8fc27f2fe..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineFramingTransposerEditor.cs
+++ /dev/null
@@ -1,183 +0,0 @@
-using UnityEngine;
-using UnityEditor;
-using Cinemachine.Utility;
-using System.Collections.Generic;
-
-namespace Cinemachine.Editor
-{
- [CustomEditor(typeof(CinemachineFramingTransposer))]
- internal class CinemachineFramingTransposerEditor : BaseEditor
- {
- CinemachineScreenComposerGuides mScreenGuideEditor;
-
- protected override List GetExcludedPropertiesInInspector()
- {
- List excluded = base.GetExcludedPropertiesInInspector();
- if (Target.m_UnlimitedSoftZone)
- {
- excluded.Add(FieldPath(x => x.m_SoftZoneWidth));
- excluded.Add(FieldPath(x => x.m_SoftZoneHeight));
- excluded.Add(FieldPath(x => x.m_BiasX));
- excluded.Add(FieldPath(x => x.m_BiasY));
- }
- CinemachineTargetGroup group = Target.FollowTargetGroup;
- if (group == null || Target.m_GroupFramingMode == CinemachineFramingTransposer.FramingMode.None)
- {
- excluded.Add(FieldPath(x => x.m_GroupFramingSize));
- excluded.Add(FieldPath(x => x.m_AdjustmentMode));
- excluded.Add(FieldPath(x => x.m_MaxDollyIn));
- excluded.Add(FieldPath(x => x.m_MaxDollyOut));
- excluded.Add(FieldPath(x => x.m_MinimumDistance));
- excluded.Add(FieldPath(x => x.m_MaximumDistance));
- excluded.Add(FieldPath(x => x.m_MinimumFOV));
- excluded.Add(FieldPath(x => x.m_MaximumFOV));
- excluded.Add(FieldPath(x => x.m_MinimumOrthoSize));
- excluded.Add(FieldPath(x => x.m_MaximumOrthoSize));
- if (group == null)
- excluded.Add(FieldPath(x => x.m_GroupFramingMode));
- }
- else
- {
- CinemachineBrain brain = CinemachineCore.Instance.FindPotentialTargetBrain(Target.VirtualCamera);
- bool ortho = brain != null ? brain.OutputCamera.orthographic : false;
- if (ortho)
- {
- excluded.Add(FieldPath(x => x.m_AdjustmentMode));
- excluded.Add(FieldPath(x => x.m_MaxDollyIn));
- excluded.Add(FieldPath(x => x.m_MaxDollyOut));
- excluded.Add(FieldPath(x => x.m_MinimumDistance));
- excluded.Add(FieldPath(x => x.m_MaximumDistance));
- excluded.Add(FieldPath(x => x.m_MinimumFOV));
- excluded.Add(FieldPath(x => x.m_MaximumFOV));
- }
- else
- {
- excluded.Add(FieldPath(x => x.m_MinimumOrthoSize));
- excluded.Add(FieldPath(x => x.m_MaximumOrthoSize));
- switch (Target.m_AdjustmentMode)
- {
- case CinemachineFramingTransposer.AdjustmentMode.DollyOnly:
- excluded.Add(FieldPath(x => x.m_MinimumFOV));
- excluded.Add(FieldPath(x => x.m_MaximumFOV));
- break;
- case CinemachineFramingTransposer.AdjustmentMode.ZoomOnly:
- excluded.Add(FieldPath(x => x.m_MaxDollyIn));
- excluded.Add(FieldPath(x => x.m_MaxDollyOut));
- excluded.Add(FieldPath(x => x.m_MinimumDistance));
- excluded.Add(FieldPath(x => x.m_MaximumDistance));
- break;
- default:
- break;
- }
- }
- }
- return excluded;
- }
-
- protected virtual void OnEnable()
- {
- mScreenGuideEditor = new CinemachineScreenComposerGuides();
- mScreenGuideEditor.GetHardGuide = () => { return Target.HardGuideRect; };
- mScreenGuideEditor.GetSoftGuide = () => { return Target.SoftGuideRect; };
- mScreenGuideEditor.SetHardGuide = (Rect r) => { Target.HardGuideRect = r; };
- mScreenGuideEditor.SetSoftGuide = (Rect r) => { Target.SoftGuideRect = r; };
- mScreenGuideEditor.Target = () => { return serializedObject; };
-
- CinemachineDebug.OnGUIHandlers -= OnGUI;
- CinemachineDebug.OnGUIHandlers += OnGUI;
- UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
- }
-
- protected virtual void OnDisable()
- {
- CinemachineDebug.OnGUIHandlers -= OnGUI;
- UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
- }
-
- public override void OnInspectorGUI()
- {
- BeginInspector();
- if (Target.FollowTarget == null)
- EditorGUILayout.HelpBox(
- "Framing Transposer requires a Follow target. Change Body to Do Nothing if you don't want a Follow target.",
- MessageType.Warning);
-
- // First snapshot some settings
- Rect oldHard = Target.HardGuideRect;
- Rect oldSoft = Target.SoftGuideRect;
-
- // Draw the properties
- DrawRemainingPropertiesInInspector();
- mScreenGuideEditor.SetNewBounds(oldHard, oldSoft, Target.HardGuideRect, Target.SoftGuideRect);
- }
-
- protected virtual void OnGUI()
- {
- if (Target == null)
- return;
-
- // Draw the camera guides
- if (!Target.IsValid || !CinemachineSettings.CinemachineCoreSettings.ShowInGameGuides)
- return;
-
- CinemachineBrain brain = CinemachineCore.Instance.FindPotentialTargetBrain(Target.VirtualCamera);
- if (brain == null || (brain.OutputCamera.activeTexture != null && CinemachineCore.Instance.BrainCount > 1))
- return;
-
- bool isLive = CinemachineCore.Instance.IsLive(Target.VirtualCamera);
-
- // Screen guides
- mScreenGuideEditor.OnGUI_DrawGuides(isLive, brain.OutputCamera, Target.VcamState.Lens, !Target.m_UnlimitedSoftZone);
-
- // Draw an on-screen gizmo for the target
- if (Target.FollowTarget != null && isLive)
- {
- Vector3 targetScreenPosition = brain.OutputCamera.WorldToScreenPoint(Target.TrackedPoint);
- if (targetScreenPosition.z > 0)
- {
- targetScreenPosition.y = Screen.height - targetScreenPosition.y;
-
- GUI.color = CinemachineSettings.ComposerSettings.TargetColour;
- Rect r = new Rect(targetScreenPosition, Vector2.zero);
- float size = (CinemachineSettings.ComposerSettings.TargetSize
- + CinemachineScreenComposerGuides.kGuideBarWidthPx) / 2;
- GUI.DrawTexture(r.Inflated(new Vector2(size, size)), Texture2D.whiteTexture);
- size -= CinemachineScreenComposerGuides.kGuideBarWidthPx;
- if (size > 0)
- {
- Vector4 overlayOpacityScalar
- = new Vector4(1f, 1f, 1f, CinemachineSettings.ComposerSettings.OverlayOpacity);
- GUI.color = Color.black * overlayOpacityScalar;
- GUI.DrawTexture(r.Inflated(new Vector2(size, size)), Texture2D.whiteTexture);
- }
- }
- }
- }
-
- [DrawGizmo(GizmoType.Active | GizmoType.InSelectionHierarchy, typeof(CinemachineFramingTransposer))]
- private static void DrawGroupComposerGizmos(CinemachineFramingTransposer target, GizmoType selectionType)
- {
- // Show the group bounding box, as viewed from the camera position
- if (target.FollowTargetGroup != null
- && target.m_GroupFramingMode != CinemachineFramingTransposer.FramingMode.None)
- {
- Matrix4x4 m = Gizmos.matrix;
- Bounds b = target.LastBounds;
- Gizmos.matrix = target.LastBoundsMatrix;
- Gizmos.color = Color.yellow;
- if (target.VcamState.Lens.Orthographic)
- Gizmos.DrawWireCube(b.center, b.size);
- else
- {
- float z = b.center.z;
- Vector3 e = b.extents;
- Gizmos.DrawFrustum(
- Vector3.zero,
- Mathf.Atan2(e.y, z) * Mathf.Rad2Deg * 2,
- z + e.z, z - e.z, e.x / e.y);
- }
- Gizmos.matrix = m;
- }
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineFramingTransposerEditor.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineFramingTransposerEditor.cs.meta
deleted file mode 100644
index c55f83aa0..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineFramingTransposerEditor.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 620aee1bd928b2a4981896c6b4e1bf0d
-timeCreated: 1502046367
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineFreeLookEditor.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineFreeLookEditor.cs
deleted file mode 100644
index 0c6268eac..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineFreeLookEditor.cs
+++ /dev/null
@@ -1,203 +0,0 @@
-using UnityEngine;
-using UnityEditor;
-using Cinemachine.Editor;
-using System.Collections.Generic;
-using Cinemachine.Utility;
-
-namespace Cinemachine
-{
- [CustomEditor(typeof(CinemachineFreeLook))]
- internal sealed class CinemachineFreeLookEditor
- : CinemachineVirtualCameraBaseEditor
- {
- protected override List GetExcludedPropertiesInInspector()
- {
- List excluded = base.GetExcludedPropertiesInInspector();
- excluded.Add(FieldPath(x => x.m_Orbits));
- if (!Target.m_CommonLens)
- excluded.Add(FieldPath(x => x.m_Lens));
- if (Target.m_BindingMode == CinemachineTransposer.BindingMode.SimpleFollowWithWorldUp)
- {
- excluded.Add(FieldPath(x => x.m_Heading));
- excluded.Add(FieldPath(x => x.m_RecenterToTargetHeading));
- }
- return excluded;
- }
-
- protected override void OnDisable()
- {
- base.OnDisable();
-
- // Must destroy child editors or we get exceptions
- if (m_editors != null)
- foreach (UnityEditor.Editor e in m_editors)
- if (e != null)
- UnityEngine.Object.DestroyImmediate(e);
- }
-
- public override void OnInspectorGUI()
- {
- Target.m_XAxis.ValueRangeLocked
- = (Target.m_BindingMode == CinemachineTransposer.BindingMode.SimpleFollowWithWorldUp);
-
- // Ordinary properties
- BeginInspector();
- DrawHeaderInInspector();
- DrawPropertyInInspector(FindProperty(x => x.m_Priority));
- DrawTargetsInInspector(FindProperty(x => x.m_Follow), FindProperty(x => x.m_LookAt));
- DrawRemainingPropertiesInInspector();
-
- // Orbits
- EditorGUI.BeginChangeCheck();
- SerializedProperty orbits = FindProperty(x => x.m_Orbits);
- for (int i = 0; i < CinemachineFreeLook.RigNames.Length; ++i)
- {
- Rect rect = EditorGUILayout.GetControlRect(true);
- SerializedProperty orbit = orbits.GetArrayElementAtIndex(i);
- InspectorUtility.MultiPropertyOnLine(rect,
- new GUIContent(CinemachineFreeLook.RigNames[i]),
- new [] { orbit.FindPropertyRelative(() => Target.m_Orbits[i].m_Height),
- orbit.FindPropertyRelative(() => Target.m_Orbits[i].m_Radius) },
- null);
- }
- if (EditorGUI.EndChangeCheck())
- serializedObject.ApplyModifiedProperties();
-
- // Rigs
- UpdateRigEditors();
- for (int i = 0; i < m_editors.Length; ++i)
- {
- if (m_editors[i] == null)
- continue;
- EditorGUILayout.Separator();
- EditorGUILayout.BeginVertical(GUI.skin.box);
- EditorGUILayout.LabelField(RigNames[i], EditorStyles.boldLabel);
- ++EditorGUI.indentLevel;
- m_editors[i].OnInspectorGUI();
- --EditorGUI.indentLevel;
- EditorGUILayout.EndVertical();
- }
-
- // Extensions
- DrawExtensionsWidgetInInspector();
- }
-
- string[] RigNames;
- CinemachineVirtualCameraBase[] m_rigs;
- UnityEditor.Editor[] m_editors;
- void UpdateRigEditors()
- {
- RigNames = CinemachineFreeLook.RigNames;
- if (m_rigs == null)
- m_rigs = new CinemachineVirtualCameraBase[RigNames.Length];
- if (m_editors == null)
- m_editors = new UnityEditor.Editor[RigNames.Length];
- for (int i = 0; i < RigNames.Length; ++i)
- {
- CinemachineVirtualCamera rig = Target.GetRig(i);
- if (rig == null || rig != m_rigs[i])
- {
- m_rigs[i] = rig;
- if (m_editors[i] != null)
- UnityEngine.Object.DestroyImmediate(m_editors[i]);
- m_editors[i] = null;
- if (rig != null)
- CreateCachedEditor(rig, null, ref m_editors[i]);
- }
- }
- }
-
- ///
- /// Register with CinemachineFreeLook to create the pipeline in an undo-friendly manner
- ///
- [InitializeOnLoad]
- class CreateRigWithUndo
- {
- static CreateRigWithUndo()
- {
- CinemachineFreeLook.CreateRigOverride
- = (CinemachineFreeLook vcam, string name, CinemachineVirtualCamera copyFrom) =>
- {
- // Create a new rig with default components
- GameObject go = InspectorUtility.CreateGameObject(name);
- Undo.RegisterCreatedObjectUndo(go, "created rig");
- Undo.SetTransformParent(go.transform, vcam.transform, "parenting rig");
- CinemachineVirtualCamera rig = Undo.AddComponent(go);
- Undo.RecordObject(rig, "creating rig");
- if (copyFrom != null)
- ReflectionHelpers.CopyFields(copyFrom, rig);
- else
- {
- go = rig.GetComponentOwner().gameObject;
- Undo.RecordObject(Undo.AddComponent(go), "creating rig");
- Undo.RecordObject(Undo.AddComponent(go), "creating rig");
- }
- return rig;
- };
- CinemachineFreeLook.DestroyRigOverride = (GameObject rig) =>
- {
- Undo.DestroyObjectImmediate(rig);
- };
- }
- }
-
- [DrawGizmo(GizmoType.Active | GizmoType.Selected, typeof(CinemachineFreeLook))]
- private static void DrawFreeLookGizmos(CinemachineFreeLook vcam, GizmoType selectionType)
- {
- // Standard frustum and logo
- CinemachineBrainEditor.DrawVirtualCameraBaseGizmos(vcam, selectionType);
-
- Color originalGizmoColour = Gizmos.color;
- bool isActiveVirtualCam = CinemachineCore.Instance.IsLive(vcam);
- Gizmos.color = isActiveVirtualCam
- ? CinemachineSettings.CinemachineCoreSettings.ActiveGizmoColour
- : CinemachineSettings.CinemachineCoreSettings.InactiveGizmoColour;
-
- if (vcam.Follow != null)
- {
- Vector3 pos = vcam.Follow.position;
- Vector3 up = Vector3.up;
- CinemachineBrain brain = CinemachineCore.Instance.FindPotentialTargetBrain(vcam);
- if (brain != null)
- up = brain.DefaultWorldUp;
-
- var MiddleRig = vcam.GetRig(1).GetCinemachineComponent();
- if (MiddleRig != null)
- {
- Quaternion orient = MiddleRig.GetReferenceOrientation(up);
- up = orient * Vector3.up;
- float rotation = vcam.m_XAxis.Value + vcam.m_Heading.m_Bias;
- orient = Quaternion.AngleAxis(rotation, up) * orient;
-
- CinemachineOrbitalTransposerEditor.DrawCircleAtPointWithRadius(
- pos + up * vcam.m_Orbits[0].m_Height, orient, vcam.m_Orbits[0].m_Radius);
- CinemachineOrbitalTransposerEditor.DrawCircleAtPointWithRadius(
- pos + up * vcam.m_Orbits[1].m_Height, orient, vcam.m_Orbits[1].m_Radius);
- CinemachineOrbitalTransposerEditor.DrawCircleAtPointWithRadius(
- pos + up * vcam.m_Orbits[2].m_Height, orient, vcam.m_Orbits[2].m_Radius);
-
- DrawCameraPath(pos, orient, vcam);
- }
- }
-
- Gizmos.color = originalGizmoColour;
- }
-
- private static void DrawCameraPath(Vector3 atPos, Quaternion orient, CinemachineFreeLook vcam)
- {
- Matrix4x4 prevMatrix = Gizmos.matrix;
- Gizmos.matrix = Matrix4x4.TRS(atPos, orient, Vector3.one);
-
- const int kNumSteps = 20;
- Vector3 currPos = vcam.GetLocalPositionForCameraFromInput(0f);
- for (int i = 1; i < kNumSteps + 1; ++i)
- {
- float t = (float)i / (float)kNumSteps;
- Vector3 nextPos = vcam.GetLocalPositionForCameraFromInput(t);
- Gizmos.DrawLine(currPos, nextPos);
- currPos = nextPos;
- }
- Gizmos.matrix = prevMatrix;
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineGroupComposerEditor.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineGroupComposerEditor.cs
deleted file mode 100644
index 49339b200..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineGroupComposerEditor.cs
+++ /dev/null
@@ -1,94 +0,0 @@
-using System;
-using System.Collections.Generic;
-using System.Linq.Expressions;
-using UnityEditor;
-using UnityEngine;
-using Cinemachine.Utility;
-
-namespace Cinemachine.Editor
-{
- [CustomEditor(typeof(CinemachineGroupComposer))]
- internal class CinemachineGroupComposerEditor : CinemachineComposerEditor
- {
- // Specialization
- private CinemachineGroupComposer MyTarget { get { return target as CinemachineGroupComposer; } }
- protected string FieldPath(Expression> expr)
- {
- return ReflectionHelpers.GetFieldPath(expr);
- }
-
- protected override List GetExcludedPropertiesInInspector()
- {
- List excluded = base.GetExcludedPropertiesInInspector();
- CinemachineBrain brain = CinemachineCore.Instance.FindPotentialTargetBrain(MyTarget.VirtualCamera);
- bool ortho = brain != null ? brain.OutputCamera.orthographic : false;
- if (ortho)
- {
- excluded.Add(FieldPath(x => x.m_AdjustmentMode));
- excluded.Add(FieldPath(x => x.m_MinimumFOV));
- excluded.Add(FieldPath(x => x.m_MaximumFOV));
- excluded.Add(FieldPath(x => x.m_MaxDollyIn));
- excluded.Add(FieldPath(x => x.m_MaxDollyOut));
- excluded.Add(FieldPath(x => x.m_MinimumDistance));
- excluded.Add(FieldPath(x => x.m_MaximumDistance));
- }
- else
- {
- excluded.Add(FieldPath(x => x.m_MinimumOrthoSize));
- excluded.Add(FieldPath(x => x.m_MaximumOrthoSize));
- switch (MyTarget.m_AdjustmentMode)
- {
- case CinemachineGroupComposer.AdjustmentMode.DollyOnly:
- excluded.Add(FieldPath(x => x.m_MinimumFOV));
- excluded.Add(FieldPath(x => x.m_MaximumFOV));
- break;
- case CinemachineGroupComposer.AdjustmentMode.ZoomOnly:
- excluded.Add(FieldPath(x => x.m_MaxDollyIn));
- excluded.Add(FieldPath(x => x.m_MaxDollyOut));
- excluded.Add(FieldPath(x => x.m_MinimumDistance));
- excluded.Add(FieldPath(x => x.m_MaximumDistance));
- break;
- default:
- break;
- }
- }
- return excluded;
- }
-
- public override void OnInspectorGUI()
- {
- if (MyTarget.IsValid && MyTarget.LookAtTargetGroup == null)
- EditorGUILayout.HelpBox(
- "The Framing settings will be ignored because the LookAt target is not a kind of CinemachineTargetGroup",
- MessageType.Info);
-
- base.OnInspectorGUI();
- }
-
- [DrawGizmo(GizmoType.Active | GizmoType.InSelectionHierarchy, typeof(CinemachineGroupComposer))]
- private static void DrawGroupComposerGizmos(CinemachineGroupComposer target, GizmoType selectionType)
- {
- // Show the group bounding box, as viewed from the camera position
- if (target.LookAtTargetGroup != null)
- {
- Matrix4x4 m = Gizmos.matrix;
- Bounds b = target.LastBounds;
- Gizmos.matrix = target.LastBoundsMatrix;
- Gizmos.color = Color.yellow;
-
- if (target.VcamState.Lens.Orthographic)
- Gizmos.DrawWireCube(b.center, b.size);
- else
- {
- float z = b.center.z;
- Vector3 e = b.extents;
- Gizmos.DrawFrustum(
- Vector3.zero,
- Mathf.Atan2(e.y, z) * Mathf.Rad2Deg * 2,
- z + e.z, z - e.z, e.x / e.y);
- }
- Gizmos.matrix = m;
- }
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineGroupComposerEditor.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineGroupComposerEditor.cs.meta
deleted file mode 100644
index 70c09f98c..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineGroupComposerEditor.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: c5da6ce9225f948438f7d6a072499ecd
-timeCreated: 1496702989
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineHardLockToTargetEditor.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineHardLockToTargetEditor.cs
deleted file mode 100644
index 9fea400ee..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineHardLockToTargetEditor.cs
+++ /dev/null
@@ -1,23 +0,0 @@
-using UnityEditor;
-using UnityEngine;
-
-namespace Cinemachine.Editor
-{
- [CustomEditor(typeof(CinemachineHardLockToTarget))]
- internal sealed class CinemachineHardLockToTargetEditor : BaseEditor
- {
- public override void OnInspectorGUI()
- {
- BeginInspector();
- if (Target.FollowTarget == null)
- EditorGUILayout.HelpBox(
- "Hard Lock requires a Follow Target. Change Body to Do Nothing if you don't want a Follow target.",
- MessageType.Warning);
- EditorGUI.BeginChangeCheck();
- GUI.enabled = false;
- EditorGUILayout.LabelField(" ", "No additional settings", EditorStyles.miniLabel);
- GUI.enabled = true;
- DrawRemainingPropertiesInInspector();
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineHardLockToTargetEditor.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineHardLockToTargetEditor.cs.meta
deleted file mode 100644
index 1959379fa..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineHardLockToTargetEditor.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: e44b92e217bfdf24d99acb4344918eeb
-timeCreated: 1506541599
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineHardLookAtEditor.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineHardLookAtEditor.cs
deleted file mode 100644
index ed8a74b6d..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineHardLookAtEditor.cs
+++ /dev/null
@@ -1,23 +0,0 @@
-using UnityEditor;
-using UnityEngine;
-
-namespace Cinemachine.Editor
-{
- [CustomEditor(typeof(CinemachineHardLookAt))]
- internal sealed class CinemachineHardLookAtEditor : BaseEditor
- {
- public override void OnInspectorGUI()
- {
- BeginInspector();
- if (Target.LookAtTarget == null)
- EditorGUILayout.HelpBox(
- "Hard Look At requires a LookAt target. Change Aim to Do Nothing if you don't want a LookAt target.",
- MessageType.Warning);
- EditorGUI.BeginChangeCheck();
- GUI.enabled = false;
- EditorGUILayout.LabelField(" ", "No additional settings", EditorStyles.miniLabel);
- GUI.enabled = true;
- DrawRemainingPropertiesInInspector();
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineHardLookAtEditor.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineHardLookAtEditor.cs.meta
deleted file mode 100644
index 6f8815d73..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineHardLookAtEditor.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 9ce16cd7e31794b48b2843381cd87d31
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineMixingCameraEditor.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineMixingCameraEditor.cs
deleted file mode 100644
index 0f99c9542..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineMixingCameraEditor.cs
+++ /dev/null
@@ -1,104 +0,0 @@
-using UnityEditor;
-using UnityEngine;
-using Cinemachine.Utility;
-using System.Collections.Generic;
-
-namespace Cinemachine.Editor
-{
- [CustomEditor(typeof(CinemachineMixingCamera))]
- internal sealed class CinemachineMixingCameraEditor
- : CinemachineVirtualCameraBaseEditor
- {
- protected override List GetExcludedPropertiesInInspector()
- {
- List excluded = base.GetExcludedPropertiesInInspector();
- for (int i = 0; i < CinemachineMixingCamera.MaxCameras; ++i)
- excluded.Add(WeightPropertyName(i));
- return excluded;
- }
-
- static string WeightPropertyName(int i) { return "m_Weight" + i; }
-
- public override void OnInspectorGUI()
- {
- BeginInspector();
- DrawHeaderInInspector();
- DrawRemainingPropertiesInInspector();
-
- float totalWeight = 0;
- CinemachineVirtualCameraBase[] children = Target.ChildCameras;
- int numCameras = Mathf.Min(CinemachineMixingCamera.MaxCameras, children.Length);
- for (int i = 0; i < numCameras; ++i)
- if (children[i].isActiveAndEnabled)
- totalWeight += Target.GetWeight(i);
-
- if (numCameras == 0)
- EditorGUILayout.HelpBox("There are no Virtual Camera children", MessageType.Warning);
- else
- {
- EditorGUILayout.Separator();
- EditorGUILayout.LabelField("Child Camera Weights", EditorStyles.boldLabel);
- for (int i = 0; i < numCameras; ++i)
- {
- SerializedProperty prop = serializedObject.FindProperty(WeightPropertyName(i));
- if (prop != null)
- EditorGUILayout.PropertyField(prop, new GUIContent(children[i].Name));
- }
- serializedObject.ApplyModifiedProperties();
-
- if (totalWeight <= UnityVectorExtensions.Epsilon)
- EditorGUILayout.HelpBox("No input channels are active", MessageType.Warning);
-
- if (children.Length > numCameras)
- EditorGUILayout.HelpBox(
- "There are " + children.Length
- + " child cameras. A maximum of " + numCameras + " is supported.",
- MessageType.Warning);
-
- // Camera proportion indicator
- EditorGUILayout.Separator();
- EditorGUILayout.LabelField("Mix Result", EditorStyles.boldLabel);
- DrawProportionIndicator(children, numCameras, totalWeight);
- }
-
- // Extensions
- DrawExtensionsWidgetInInspector();
- }
-
- void DrawProportionIndicator(
- CinemachineVirtualCameraBase[] children, int numCameras, float totalWeight)
- {
- GUIStyle style = EditorStyles.centeredGreyMiniLabel;
- Color bkg = new Color(0.27f, 0.27f, 0.27f); // ack! no better way than this?
- Color fg = Color.Lerp(CinemachineBrain.GetSoloGUIColor(), bkg, 0.8f);
- float totalHeight = (style.lineHeight + style.margin.vertical) * numCameras;
- Rect r = EditorGUILayout.GetControlRect(true, totalHeight);
- r.height /= numCameras; r.height -= 1;
- float fullWidth = r.width;
- for (int i = 0; i < numCameras; ++i)
- {
- float p = 0;
- string label = children[i].Name;
- if (totalWeight > UnityVectorExtensions.Epsilon)
- {
- if (children[i].isActiveAndEnabled)
- p = Target.GetWeight(i) / totalWeight;
- else
- label += " (disabled)";
- }
- r.width = fullWidth * p;
- EditorGUI.DrawRect(r, fg);
-
- Rect r2 = r;
- r2.x += r.width;
- r2.width = fullWidth - r.width;
- EditorGUI.DrawRect(r2, bkg);
-
- r.width = fullWidth;
- EditorGUI.LabelField(r, label, style);
-
- r.y += r.height + 1;
- }
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineMixingCameraEditor.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineMixingCameraEditor.cs.meta
deleted file mode 100644
index 9088df25b..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineMixingCameraEditor.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 8ad60cb17f7694c43a8190c617281753
-timeCreated: 1502201539
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineNoiseSettingsEditor.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineNoiseSettingsEditor.cs
deleted file mode 100644
index f8f8dcc72..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineNoiseSettingsEditor.cs
+++ /dev/null
@@ -1,361 +0,0 @@
-using UnityEditor;
-using UnityEngine;
-using UnityEditorInternal;
-using System.Collections.Generic;
-
-namespace Cinemachine.Editor
-{
- [CustomEditor(typeof(NoiseSettings))]
- internal sealed class NoiseSettingsEditor : BaseEditor
- {
- private const float vSpace = 2;
- private const float hSpace = 3;
-
- // Needed for accessing string names of fields
- #pragma warning disable 0649 // assigned but never used
- private NoiseSettings.TransformNoiseParams tpDef;
- private NoiseSettings.NoiseParams npDef;
-
- private static float mPreviewTime = 2;
- private static float mPreviewHeight = 5;
- private float mNoiseOffsetBase = 0;
- private float mNoiseOffset = 0;
- private bool mAnimatedPreview = false;
- GUIContent mAnimatedLabel = new GUIContent("Animated", "Animate the noise signal preview");
-
-
- private ReorderableList[] mPosChannels;
- private ReorderableList[] mRotChannels;
- private static GUIContent[] mPoslabels = new GUIContent[]
- {
- new GUIContent("Position X"),
- new GUIContent("Position Y"),
- new GUIContent("Position Z")
- };
- private static GUIContent[] mRotlabels = new GUIContent[]
- {
- new GUIContent("Rotation X"),
- new GUIContent("Rotation Y"),
- new GUIContent("Rotation Z")
- };
- private static bool[] mPosExpanded = new bool[3];
- private static bool[] mRotExpanded = new bool[3];
-
- private void OnEnable()
- {
- mNoiseOffsetBase = Time.realtimeSinceStartup;
- mNoiseOffset = 0;
- }
-
- protected override List GetExcludedPropertiesInInspector()
- {
- var excluded = base.GetExcludedPropertiesInInspector();
- excluded.Add(FieldPath(x => Target.PositionNoise));
- excluded.Add(FieldPath(x => Target.OrientationNoise));
- return excluded;
- }
-
- public override void OnInspectorGUI()
- {
- if (mPosChannels == null)
- mPosChannels = SetupReorderableLists(
- serializedObject.FindProperty(() => Target.PositionNoise), mPoslabels);
- if (mRotChannels == null)
- mRotChannels = SetupReorderableLists(
- serializedObject.FindProperty(() => Target.OrientationNoise), mRotlabels);
-
- BeginInspector();
-
- Rect r = EditorGUILayout.GetControlRect();
- mPreviewTime = EditorGUI.Slider(r, "Preview Time", mPreviewTime, 0.01f, 10f);
- r = EditorGUILayout.GetControlRect();
- float labelWidth = GUI.skin.label.CalcSize(mAnimatedLabel).x + EditorGUIUtility.singleLineHeight;
- r.width -= labelWidth + hSpace;
- mPreviewHeight = EditorGUI.Slider(r, "Preview Height", mPreviewHeight, 1f, 10f);
- r.x += r.width + hSpace; r.width = labelWidth;
- mAnimatedPreview = EditorGUI.ToggleLeft(r, mAnimatedLabel, mAnimatedPreview);
- EditorGUILayout.Separator();
-
- r = EditorGUILayout.GetControlRect();
- EditorGUI.LabelField(r, "Position Noise - amplitudes are in Distance units", EditorStyles.boldLabel);
- r = EditorGUILayout.GetControlRect(true, mPreviewHeight * EditorGUIUtility.singleLineHeight);
- if (Event.current.type == EventType.Repaint)
- {
- mSampleCachePos.SnapshotSample(r.size, Target.PositionNoise, mNoiseOffset, mAnimatedPreview);
- mSampleCachePos.DrawSamplePreview(r, 7);
- }
- for (int i = 0; i < mPosChannels.Length; ++i)
- {
- r = EditorGUILayout.GetControlRect();
- mPosExpanded[i] = EditorGUI.Foldout(r, mPosExpanded[i], mPoslabels[i], true);
- if (mPosExpanded[i])
- {
- r = EditorGUILayout.GetControlRect(true, mPreviewHeight * EditorGUIUtility.singleLineHeight);
- if (Event.current.type == EventType.Repaint)
- mSampleCachePos.DrawSamplePreview(r, 1 << i);
- mPosChannels[i].DoLayoutList();
- }
- }
- EditorGUILayout.Separator();
-
- r = EditorGUILayout.GetControlRect();
- EditorGUI.LabelField(r, "Rotation Noise - amplitude units are degrees", EditorStyles.boldLabel);
- r = EditorGUILayout.GetControlRect(true, mPreviewHeight * EditorGUIUtility.singleLineHeight);
- if (Event.current.type == EventType.Repaint)
- {
- mSampleCacheRot.SnapshotSample(r.size, Target.OrientationNoise, mNoiseOffset, mAnimatedPreview);
- mSampleCacheRot.DrawSamplePreview(r, 7);
- }
- for (int i = 0; i < mPosChannels.Length; ++i)
- {
- r = EditorGUILayout.GetControlRect();
- mRotExpanded[i] = EditorGUI.Foldout(r, mRotExpanded[i], mRotlabels[i], true);
- if (mRotExpanded[i])
- {
- r = EditorGUILayout.GetControlRect(true, mPreviewHeight * EditorGUIUtility.singleLineHeight);
- if (Event.current.type == EventType.Repaint)
- mSampleCacheRot.DrawSamplePreview(r, 1 << i);
- mRotChannels[i].DoLayoutList();
- }
- }
-
- serializedObject.ApplyModifiedProperties();
-
- // Make it live!
- if (mAnimatedPreview && Event.current.type == EventType.Repaint)
- {
- mNoiseOffset += Time.realtimeSinceStartup - mNoiseOffsetBase;
- Repaint();
- }
- mNoiseOffsetBase = Time.realtimeSinceStartup;
- }
-
- class SampleCache
- {
- private List mSampleCurveX = new List();
- private List mSampleCurveY = new List();
- private List mSampleCurveZ = new List();
- private List mSampleNoise = new List();
-
- public void SnapshotSample(
- Vector2 areaSize, NoiseSettings.TransformNoiseParams[] signal, float noiseOffset, bool animated)
- {
- // These values give a smoother curve, more-or-less fitting in the window
- int numSamples = Mathf.RoundToInt(areaSize.x);
- if (animated)
- numSamples *= 2;
- const float signalScale = 0.75f;
-
- float maxVal = 0;
- for (int i = 0; i < signal.Length; ++i)
- {
- maxVal = Mathf.Max(maxVal, Mathf.Abs(signal[i].X.Amplitude * signalScale));
- maxVal = Mathf.Max(maxVal, Mathf.Abs(signal[i].Y.Amplitude * signalScale));
- maxVal = Mathf.Max(maxVal, Mathf.Abs(signal[i].Z.Amplitude * signalScale));
- }
- mSampleNoise.Clear();
- for (int i = 0; i < numSamples; ++i)
- {
- float t = (float)i / (numSamples - 1) * mPreviewTime + noiseOffset;
- Vector3 p = NoiseSettings.GetCombinedFilterResults(signal, t, Vector3.zero);
- mSampleNoise.Add(p);
- }
- mSampleCurveX.Clear();
- mSampleCurveY.Clear();
- mSampleCurveZ.Clear();
- float halfHeight = areaSize.y / 2;
- float yOffset = halfHeight;
- for (int i = 0; i < numSamples; ++i)
- {
- float t = (float)i / (numSamples - 1);
- Vector3 p = mSampleNoise[i];
- mSampleCurveX.Add(new Vector3(areaSize.x * t, halfHeight * Mathf.Clamp(-p.x / maxVal, -1, 1) + yOffset, 0));
- mSampleCurveY.Add(new Vector3(areaSize.x * t, halfHeight * Mathf.Clamp(-p.y / maxVal, -1, 1) + yOffset, 0));
- mSampleCurveZ.Add(new Vector3(areaSize.x * t, halfHeight * Mathf.Clamp(-p.z / maxVal, -1, 1) + yOffset, 0));
- }
- }
-
- public void DrawSamplePreview(Rect r, int channelMask)
- {
- EditorGUI.DrawRect(r, Color.black);
- var oldMatrix = Handles.matrix;
- Handles.matrix = Handles.matrix * Matrix4x4.Translate(r.position);
- if ((channelMask & 1) != 0)
- {
- Handles.color = new Color(1, 0.5f, 0, 0.8f);
- Handles.DrawPolyLine(mSampleCurveX.ToArray());
- }
- if ((channelMask & 2) != 0)
- {
- Handles.color = new Color(0, 1, 0, 0.8f);
- Handles.DrawPolyLine(mSampleCurveY.ToArray());
- }
- if ((channelMask & 4) != 0)
- {
- Handles.color = new Color(0, 0.5f, 1, 0.8f);
- Handles.DrawPolyLine(mSampleCurveZ.ToArray());
- }
- Handles.color = Color.black;
- Handles.DrawLine(new Vector3(1, 0, 0), new Vector3(r.width, 0, 0));
- Handles.DrawLine(new Vector3(0, r.height, 0), new Vector3(r.width, r.height, 0));
- Handles.matrix = oldMatrix;
- }
- }
- SampleCache mSampleCachePos = new SampleCache();
- SampleCache mSampleCacheRot = new SampleCache();
-
- private ReorderableList[] SetupReorderableLists(
- SerializedProperty property, GUIContent[] titles)
- {
- ReorderableList[] lists = new ReorderableList[3];
- for (int i = 0; i < 3; ++i)
- lists[i] = SetupReorderableList(property, i, new GUIContent("Components"));
- return lists;
- }
-
- private ReorderableList SetupReorderableList(
- SerializedProperty property, int channel, GUIContent title)
- {
- ChannelList list = new ChannelList(
- property.serializedObject, property, channel, title);
-
- list.drawHeaderCallback = (Rect rect) =>
- {
- GUIContent steadyLabel = new GUIContent("(non-random wave if checked)");
- float steadyLabelWidth = GUI.skin.label.CalcSize(steadyLabel).x;
-
- Rect r = rect;
- EditorGUI.LabelField(r, list.mTitle);
- r.x = rect.x + rect.width - steadyLabelWidth; r.width = steadyLabelWidth;
- EditorGUI.LabelField(r, steadyLabel);
- };
-
- list.drawElementCallback
- = (Rect rect, int index, bool isActive, bool isFocused) =>
- {
- SerializedProperty element = list.serializedProperty.GetArrayElementAtIndex(index);
- switch (list.mChannel)
- {
- case 0: DrawNoiseChannel(rect, element.FindPropertyRelative(() => tpDef.X)); break;
- case 1: DrawNoiseChannel(rect, element.FindPropertyRelative(() => tpDef.Y)); break;
- case 2: DrawNoiseChannel(rect, element.FindPropertyRelative(() => tpDef.Z)); break;
- default: break;
- }
- };
-
- list.onAddCallback = (ReorderableList l) =>
- {
- var index = l.serializedProperty.arraySize;
- ++l.serializedProperty.arraySize;
- SerializedProperty p = l.serializedProperty.GetArrayElementAtIndex(index);
- ClearComponent(p.FindPropertyRelative(() => tpDef.X));
- ClearComponent(p.FindPropertyRelative(() => tpDef.Y));
- ClearComponent(p.FindPropertyRelative(() => tpDef.Z));
- };
-
- list.onRemoveCallback = (ReorderableList l) =>
- {
- // Can't just delete because the component arrays are connected
- SerializedProperty p = l.serializedProperty.GetArrayElementAtIndex(l.index);
- bool IsClear
- = (list.mChannel == 0 || IsClearComponent(p.FindPropertyRelative(() => tpDef.X)))
- && (list.mChannel == 1 || IsClearComponent(p.FindPropertyRelative(() => tpDef.Y)))
- && (list.mChannel == 2 || IsClearComponent(p.FindPropertyRelative(() => tpDef.Z)));
- if (IsClear)
- l.serializedProperty.DeleteArrayElementAtIndex(l.index);
- else switch (list.mChannel)
- {
- case 0: ClearComponent(p.FindPropertyRelative(() => tpDef.X)); break;
- case 1: ClearComponent(p.FindPropertyRelative(() => tpDef.Y)); break;
- case 2: ClearComponent(p.FindPropertyRelative(() => tpDef.Z)); break;
- default: break;
- }
- };
-
- return list;
- }
-
- class ChannelList : ReorderableList
- {
- public int mChannel;
- public GUIContent mTitle;
-
- public ChannelList(
- SerializedObject serializedObject,
- SerializedProperty elements,
- int channel, GUIContent title)
- : base(serializedObject, elements, true, true, true, true)
- {
- mChannel = channel;
- mTitle = title;
- }
- };
-
- private GUIContent steadyLabel;
- private GUIContent freqLabel;
- private float freqLabelWidth;
- private GUIContent ampLabel;
- private float ampLabelWidth;
-
- private void InitializeLabels(SerializedProperty property)
- {
- if (steadyLabel == null)
- {
- SerializedProperty p = property.FindPropertyRelative(() => npDef.Constant);
- steadyLabel = new GUIContent(p.displayName, p.tooltip) { text = " " };
- }
- if (freqLabel == null)
- {
- SerializedProperty p = property.FindPropertyRelative(() => npDef.Frequency);
- freqLabel = new GUIContent(p.displayName, p.tooltip);
- freqLabelWidth = GUI.skin.label.CalcSize(freqLabel).x;
- }
- if (ampLabel == null)
- {
- SerializedProperty p = property.FindPropertyRelative(() => npDef.Amplitude);
- ampLabel = new GUIContent(p.displayName, p.tooltip);
- ampLabelWidth = GUI.skin.label.CalcSize(ampLabel).x;
- }
- }
-
- private void DrawNoiseChannel(Rect rect, SerializedProperty property)
- {
- InitializeLabels(property);
-
- Rect r = rect;
- r.height -= vSpace;
- r.width -= EditorGUIUtility.singleLineHeight + hSpace;
- r.width /= 2;
-
- float oldLabelWidth = EditorGUIUtility.labelWidth;
- EditorGUIUtility.labelWidth = freqLabelWidth;
- EditorGUI.PropertyField(r, property.FindPropertyRelative(() => npDef.Frequency), freqLabel);
-
- r.x += r.width + hSpace;
- EditorGUIUtility.labelWidth = ampLabelWidth;
- EditorGUI.PropertyField(r, property.FindPropertyRelative(() => npDef.Amplitude), ampLabel);
-
- r.y -= 1;
- r.x += r.width + hSpace; r.width = EditorGUIUtility.singleLineHeight + hSpace;
- EditorGUIUtility.labelWidth = hSpace;
- EditorGUI.PropertyField(r, property.FindPropertyRelative(() => npDef.Constant), steadyLabel);
-
- EditorGUIUtility.labelWidth = oldLabelWidth;
- }
-
- // SerializedProperty is a NoiseSettings.NoiseParam
- void ClearComponent(SerializedProperty p)
- {
- p.FindPropertyRelative(() => npDef.Amplitude).floatValue = 0;
- p.FindPropertyRelative(() => npDef.Frequency).floatValue = 0;
- p.FindPropertyRelative(() => npDef.Constant).boolValue = false;
- }
-
- // SerializedProperty is a NoiseSettings.NoiseParam
- bool IsClearComponent(SerializedProperty p)
- {
- return p.FindPropertyRelative(() => npDef.Amplitude).floatValue == 0
- && p.FindPropertyRelative(() => npDef.Frequency).floatValue == 0;
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineOrbitalTransposerEditor.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineOrbitalTransposerEditor.cs
deleted file mode 100644
index 5c82b8659..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineOrbitalTransposerEditor.cs
+++ /dev/null
@@ -1,136 +0,0 @@
-using UnityEngine;
-using UnityEditor;
-using System.Collections.Generic;
-
-namespace Cinemachine.Editor
-{
- [CustomEditor(typeof(CinemachineOrbitalTransposer))]
- internal class CinemachineOrbitalTransposerEditor : BaseEditor
- {
- protected override List GetExcludedPropertiesInInspector()
- {
- List excluded = base.GetExcludedPropertiesInInspector();
- if (Target.m_HeadingIsSlave)
- {
- excluded.Add(FieldPath(x => x.m_FollowOffset));
- excluded.Add(FieldPath(x => x.m_BindingMode));
- excluded.Add(FieldPath(x => x.m_Heading));
- excluded.Add(FieldPath(x => x.m_XAxis));
- excluded.Add(FieldPath(x => x.m_RecenterToTargetHeading));
- }
- if (Target.HideOffsetInInspector)
- excluded.Add(FieldPath(x => x.m_FollowOffset));
-
- if (Target.m_AngularDampingMode == CinemachineTransposer.AngularDampingMode.Euler)
- excluded.Add(FieldPath(x => x.m_AngularDamping));
- else
- {
- excluded.Add(FieldPath(x => x.m_PitchDamping));
- excluded.Add(FieldPath(x => x.m_YawDamping));
- excluded.Add(FieldPath(x => x.m_RollDamping));
- }
-
- switch (Target.m_BindingMode)
- {
- default:
- case CinemachineTransposer.BindingMode.LockToTarget:
- break;
- case CinemachineTransposer.BindingMode.LockToTargetNoRoll:
- excluded.Add(FieldPath(x => x.m_RollDamping));
- break;
- case CinemachineTransposer.BindingMode.LockToTargetWithWorldUp:
- excluded.Add(FieldPath(x => x.m_PitchDamping));
- excluded.Add(FieldPath(x => x.m_RollDamping));
- break;
- case CinemachineTransposer.BindingMode.LockToTargetOnAssign:
- case CinemachineTransposer.BindingMode.WorldSpace:
- excluded.Add(FieldPath(x => x.m_PitchDamping));
- excluded.Add(FieldPath(x => x.m_YawDamping));
- excluded.Add(FieldPath(x => x.m_RollDamping));
- excluded.Add(FieldPath(x => x.m_AngularDamping));
- excluded.Add(FieldPath(x => x.m_AngularDampingMode));
- break;
- case CinemachineTransposer.BindingMode.SimpleFollowWithWorldUp:
- excluded.Add(FieldPath(x => x.m_XDamping));
- excluded.Add(FieldPath(x => x.m_PitchDamping));
- excluded.Add(FieldPath(x => x.m_YawDamping));
- excluded.Add(FieldPath(x => x.m_RollDamping));
- excluded.Add(FieldPath(x => x.m_AngularDamping));
- excluded.Add(FieldPath(x => x.m_AngularDampingMode));
- excluded.Add(FieldPath(x => x.m_Heading));
- excluded.Add(FieldPath(x => x.m_RecenterToTargetHeading));
- break;
- }
- return excluded;
- }
-
- public override void OnInspectorGUI()
- {
- BeginInspector();
- if (Target.FollowTarget == null)
- EditorGUILayout.HelpBox(
- "Orbital Transposer requires a Follow target.",
- MessageType.Warning);
- Target.m_XAxis.ValueRangeLocked
- = (Target.m_BindingMode == CinemachineTransposer.BindingMode.SimpleFollowWithWorldUp);
- DrawRemainingPropertiesInInspector();
- }
-
- /// Process a position drag from the user.
- /// Called "magically" by the vcam editor, so don't change the signature.
- private void OnVcamPositionDragged(Vector3 delta)
- {
- Undo.RegisterCompleteObjectUndo(Target, "Camera drag"); // GML do we need this?
- Quaternion targetOrientation = Target.GetReferenceOrientation(Target.VcamState.ReferenceUp);
- targetOrientation = targetOrientation * Quaternion.Euler(0, Target.m_Heading.m_Bias, 0);
- Vector3 localOffset = Quaternion.Inverse(targetOrientation) * delta;
- localOffset.x = 0;
- FindProperty(x => x.m_FollowOffset).vector3Value += localOffset;
- serializedObject.ApplyModifiedProperties();
- FindProperty(x => x.m_FollowOffset).vector3Value = Target.EffectiveOffset;
- serializedObject.ApplyModifiedProperties();
- }
-
- [DrawGizmo(GizmoType.Active | GizmoType.Selected, typeof(CinemachineOrbitalTransposer))]
- static void DrawTransposerGizmos(CinemachineOrbitalTransposer target, GizmoType selectionType)
- {
- if (target.IsValid && !target.HideOffsetInInspector)
- {
- Color originalGizmoColour = Gizmos.color;
- Gizmos.color = CinemachineCore.Instance.IsLive(target.VirtualCamera)
- ? CinemachineSettings.CinemachineCoreSettings.ActiveGizmoColour
- : CinemachineSettings.CinemachineCoreSettings.InactiveGizmoColour;
-
- Vector3 up = Vector3.up;
- CinemachineBrain brain = CinemachineCore.Instance.FindPotentialTargetBrain(target.VirtualCamera);
- if (brain != null)
- up = brain.DefaultWorldUp;
- Vector3 pos = target.FollowTargetPosition;
-
- Quaternion orient = target.GetReferenceOrientation(up);
- up = orient * Vector3.up;
- DrawCircleAtPointWithRadius
- (pos + up * target.m_FollowOffset.y, orient, target.m_FollowOffset.z);
-
- Gizmos.color = originalGizmoColour;
- }
- }
-
- public static void DrawCircleAtPointWithRadius(Vector3 point, Quaternion orient, float radius)
- {
- Matrix4x4 prevMatrix = Gizmos.matrix;
- Gizmos.matrix = Matrix4x4.TRS(point, orient, radius * Vector3.one);
-
- const int kNumPoints = 25;
- Vector3 currPoint = Vector3.forward;
- Quaternion rot = Quaternion.AngleAxis(360f / (float)kNumPoints, Vector3.up);
- for (int i = 0; i < kNumPoints + 1; ++i)
- {
- Vector3 nextPoint = rot * currPoint;
- Gizmos.DrawLine(currPoint, nextPoint);
- currPoint = nextPoint;
- }
- Gizmos.matrix = prevMatrix;
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineOrbitalTransposerEditor.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineOrbitalTransposerEditor.cs.meta
deleted file mode 100644
index 6a290db60..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineOrbitalTransposerEditor.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 247be52eadac5044e9f8b7b4d8d0ada9
-timeCreated: 1485443456
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachinePOVEditor.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachinePOVEditor.cs
deleted file mode 100644
index 3e07b54b5..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachinePOVEditor.cs
+++ /dev/null
@@ -1,9 +0,0 @@
-using UnityEditor;
-
-namespace Cinemachine.Editor
-{
- [CustomEditor(typeof(CinemachinePOV))]
- internal sealed class CinemachinePOVEditor : BaseEditor
- {
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachinePOVEditor.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachinePOVEditor.cs.meta
deleted file mode 100644
index f41dbc8b5..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachinePOVEditor.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 1186b8795dc3fc84e8ec53bd314d8e91
-timeCreated: 1504801965
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachinePathEditor.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachinePathEditor.cs
deleted file mode 100644
index 54cebae3c..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachinePathEditor.cs
+++ /dev/null
@@ -1,396 +0,0 @@
-using UnityEditor;
-using UnityEngine;
-using System.Collections.Generic;
-using UnityEditorInternal;
-using Cinemachine.Utility;
-
-namespace Cinemachine.Editor
-{
- [CustomEditor(typeof(CinemachinePath))]
- internal sealed class CinemachinePathEditor : BaseEditor
- {
- private ReorderableList mWaypointList;
- static bool mWaypointsExpanded;
- static bool mPreferHandleSelection = true;
-
- protected override List GetExcludedPropertiesInInspector()
- {
- List excluded = base.GetExcludedPropertiesInInspector();
- excluded.Add(FieldPath(x => x.m_Waypoints));
- return excluded;
- }
-
- void OnEnable()
- {
- mWaypointList = null;
- }
-
- public override void OnInspectorGUI()
- {
- BeginInspector();
- if (mWaypointList == null)
- SetupWaypointList();
- if (mWaypointList.index >= mWaypointList.count)
- mWaypointList.index = mWaypointList.count - 1;
-
- // Ordinary properties
- DrawRemainingPropertiesInInspector();
-
- // Path length
- EditorGUILayout.LabelField("Path Length", Target.PathLength.ToString());
-
- GUILayout.Label(new GUIContent("Selected Waypoint:"));
- EditorGUILayout.BeginVertical(GUI.skin.box);
- Rect rect = EditorGUILayout.GetControlRect(true, EditorGUIUtility.singleLineHeight * 3 + 10);
- if (mWaypointList.index >= 0)
- {
- DrawWaypointEditor(rect, mWaypointList.index);
- serializedObject.ApplyModifiedProperties();
- }
- else
- {
- if (Target.m_Waypoints.Length > 0)
- {
- EditorGUI.HelpBox(rect,
- "Click on a waypoint in the scene view\nor in the Path Details list",
- MessageType.Info);
- }
- else if (GUI.Button(rect, new GUIContent("Add a waypoint to the path")))
- {
- InsertWaypointAtIndex(mWaypointList.index);
- mWaypointList.index = 0;
- }
- }
- EditorGUILayout.EndVertical();
-
- mPreferHandleSelection = EditorGUILayout.Toggle(
- new GUIContent("Prefer Tangent Drag",
- "When editing the path, if waypoint position and tangent coincide, dragging will apply preferentially to the tangent"),
- mPreferHandleSelection);
-
- mWaypointsExpanded = EditorGUILayout.Foldout(mWaypointsExpanded, "Path Details", true);
- if (mWaypointsExpanded)
- {
- EditorGUI.BeginChangeCheck();
- mWaypointList.DoLayoutList();
- if (EditorGUI.EndChangeCheck())
- serializedObject.ApplyModifiedProperties();
- }
- }
-
- void SetupWaypointList()
- {
- mWaypointList = new ReorderableList(
- serializedObject, FindProperty(x => x.m_Waypoints),
- true, true, true, true);
- mWaypointList.elementHeight *= 3;
-
- mWaypointList.drawHeaderCallback = (Rect rect) =>
- {
- EditorGUI.LabelField(rect, "Waypoints");
- };
-
- mWaypointList.drawElementCallback
- = (Rect rect, int index, bool isActive, bool isFocused) =>
- {
- DrawWaypointEditor(rect, index);
- };
-
- mWaypointList.onAddCallback = (ReorderableList l) =>
- {
- InsertWaypointAtIndex(l.index);
- };
- }
-
- void DrawWaypointEditor(Rect rect, int index)
- {
- // Needed for accessing string names of fields
- CinemachinePath.Waypoint def = new CinemachinePath.Waypoint();
-
- Vector2 numberDimension = GUI.skin.button.CalcSize(new GUIContent("999"));
- Vector2 labelDimension = GUI.skin.label.CalcSize(new GUIContent("Position"));
- Vector2 addButtonDimension = new Vector2(labelDimension.y + 5, labelDimension.y + 1);
- float vSpace = 2;
- float hSpace = 3;
-
- SerializedProperty element = mWaypointList.serializedProperty.GetArrayElementAtIndex(index);
- rect.y += vSpace / 2;
-
- Rect r = new Rect(rect.position, numberDimension);
- Color color = GUI.color;
- // GUI.color = Target.m_Appearance.pathColor;
- if (GUI.Button(r, new GUIContent(index.ToString(), "Go to the waypoint in the scene view")))
- {
- if (SceneView.lastActiveSceneView != null)
- {
- mWaypointList.index = index;
- SceneView.lastActiveSceneView.pivot = Target.EvaluatePosition(index);
- SceneView.lastActiveSceneView.size = 3;
- SceneView.lastActiveSceneView.Repaint();
- }
- }
- GUI.color = color;
-
- r = new Rect(rect.position, labelDimension);
- r.x += hSpace + numberDimension.x;
- EditorGUI.LabelField(r, "Position");
- r.x += hSpace + r.width;
- r.width = rect.width - (numberDimension.x + hSpace + r.width + hSpace + addButtonDimension.x + hSpace);
- EditorGUI.PropertyField(r, element.FindPropertyRelative(() => def.position), GUIContent.none);
- r.x += r.width + hSpace;
- r.size = addButtonDimension;
- GUIContent buttonContent = EditorGUIUtility.IconContent("d_RectTransform Icon");
- buttonContent.tooltip = "Set to scene-view camera position";
- GUIStyle style = new GUIStyle(GUI.skin.label);
- style.alignment = TextAnchor.MiddleCenter;
- if (GUI.Button(r, buttonContent, style) && SceneView.lastActiveSceneView != null)
- {
- Undo.RecordObject(Target, "Set waypoint");
- CinemachinePath.Waypoint wp = Target.m_Waypoints[index];
- Vector3 pos = SceneView.lastActiveSceneView.camera.transform.position;
- wp.position = Target.transform.InverseTransformPoint(pos);
- Target.m_Waypoints[index] = wp;
- }
-
- r = new Rect(rect.position, labelDimension);
- r.y += numberDimension.y + vSpace;
- r.x += hSpace + numberDimension.x; r.width = labelDimension.x;
- EditorGUI.LabelField(r, "Tangent");
- r.x += hSpace + r.width;
- r.width = rect.width - (numberDimension.x + hSpace + r.width + hSpace + addButtonDimension.x + hSpace);
- EditorGUI.PropertyField(r, element.FindPropertyRelative(() => def.tangent), GUIContent.none);
- r.x += r.width + hSpace;
- r.size = addButtonDimension;
- buttonContent = EditorGUIUtility.IconContent("ol minus@2x");
- buttonContent.tooltip = "Remove this waypoint";
- if (GUI.Button(r, buttonContent, style))
- {
- Undo.RecordObject(Target, "Delete waypoint");
- var list = new List(Target.m_Waypoints);
- list.RemoveAt(index);
- Target.m_Waypoints = list.ToArray();
- if (index == Target.m_Waypoints.Length)
- mWaypointList.index = index - 1;
- }
-
- r = new Rect(rect.position, labelDimension);
- r.y += 2 * (numberDimension.y + vSpace);
- r.x += hSpace + numberDimension.x; r.width = labelDimension.x;
- EditorGUI.LabelField(r, "Roll");
- r.x += hSpace + labelDimension.x;
- r.width = rect.width
- - (numberDimension.x + hSpace)
- - (labelDimension.x + hSpace)
- - (addButtonDimension.x + hSpace);
- r.width /= 3;
- EditorGUI.MultiPropertyField(r, new GUIContent[] { new GUIContent(" ") },
- element.FindPropertyRelative(() => def.roll));
-
- r.x = rect.x + rect.width - addButtonDimension.x;
- r.size = addButtonDimension;
- buttonContent = EditorGUIUtility.IconContent("ol plus@2x");
- buttonContent.tooltip = "Add a new waypoint after this one";
- if (GUI.Button(r, buttonContent, style))
- {
- mWaypointList.index = index;
- InsertWaypointAtIndex(index);
- }
- }
-
- void InsertWaypointAtIndex(int indexA)
- {
- Vector3 pos = Vector3.forward;
- Vector3 tangent = Vector3.right;
- float roll = 0;
-
- // Get new values from the current indexA (if any)
- int numWaypoints = Target.m_Waypoints.Length;
- if (indexA < 0)
- indexA = numWaypoints - 1;
- if (indexA >= 0)
- {
- int indexB = indexA + 1;
- if (Target.m_Looped && indexB >= numWaypoints)
- indexB = 0;
- if (indexB >= numWaypoints)
- {
- // Extrapolate the end
- if (!Target.m_Waypoints[indexA].tangent.AlmostZero())
- tangent = Target.m_Waypoints[indexA].tangent;
- pos = Target.m_Waypoints[indexA].position + tangent;
- roll = Target.m_Waypoints[indexA].roll;
- }
- else
- {
- // Interpolate
- pos = Target.transform.InverseTransformPoint(
- Target.EvaluatePosition(0.5f + indexA));
- tangent = Target.transform.InverseTransformDirection(
- Target.EvaluateTangent(0.5f + indexA).normalized);
- roll = Mathf.Lerp(
- Target.m_Waypoints[indexA].roll, Target.m_Waypoints[indexB].roll, 0.5f);
- }
- }
- Undo.RecordObject(Target, "Add waypoint");
- var wp = new CinemachinePath.Waypoint();
- wp.position = pos;
- wp.tangent = tangent;
- wp.roll = roll;
- var list = new List(Target.m_Waypoints);
- list.Insert(indexA + 1, wp);
- Target.m_Waypoints = list.ToArray();
- Target.InvalidateDistanceCache();
- mWaypointList.index = indexA + 1; // select it
- }
-
- void OnSceneGUI()
- {
- if (mWaypointList == null)
- SetupWaypointList();
-
- if (Tools.current == Tool.Move)
- {
- Matrix4x4 mOld = Handles.matrix;
- Color colorOld = Handles.color;
-
- Handles.matrix = Target.transform.localToWorldMatrix;
- for (int i = 0; i < Target.m_Waypoints.Length; ++i)
- {
- DrawSelectionHandle(i);
- if (mWaypointList.index == i)
- {
- // Waypoint is selected
- if (mPreferHandleSelection)
- {
- DrawPositionControl(i);
- DrawTangentControl(i);
- }
- else
- {
- DrawTangentControl(i);
- DrawPositionControl(i);
- }
- }
- }
- Handles.color = colorOld;
- Handles.matrix = mOld;
- }
- }
-
- void DrawSelectionHandle(int i)
- {
- if (Event.current.button != 1)
- {
- Vector3 pos = Target.m_Waypoints[i].position;
- float size = HandleUtility.GetHandleSize(pos) * 0.2f;
- Handles.color = Color.white;
- if (Handles.Button(pos, Quaternion.identity, size, size, Handles.SphereHandleCap)
- && mWaypointList.index != i)
- {
- mWaypointList.index = i;
- InternalEditorUtility.RepaintAllViews();
- }
- // Label it
- Handles.BeginGUI();
- Vector2 labelSize = new Vector2(
- EditorGUIUtility.singleLineHeight * 2, EditorGUIUtility.singleLineHeight);
- Vector2 labelPos = HandleUtility.WorldToGUIPoint(pos);
- labelPos.y -= labelSize.y / 2;
- labelPos.x -= labelSize.x / 2;
- GUILayout.BeginArea(new Rect(labelPos, labelSize));
- GUIStyle style = new GUIStyle();
- style.normal.textColor = Color.black;
- style.alignment = TextAnchor.MiddleCenter;
- GUILayout.Label(new GUIContent(i.ToString(), "Waypoint " + i), style);
- GUILayout.EndArea();
- Handles.EndGUI();
- }
- }
-
- void DrawTangentControl(int i)
- {
- CinemachinePath.Waypoint wp = Target.m_Waypoints[i];
- Vector3 hPos = wp.position + wp.tangent;
-
- Handles.color = Color.yellow;
- Handles.DrawLine(wp.position, hPos);
-
- EditorGUI.BeginChangeCheck();
- Quaternion rotation = (Tools.pivotRotation == PivotRotation.Local)
- ? Quaternion.identity : Quaternion.Inverse(Target.transform.rotation);
- float size = HandleUtility.GetHandleSize(hPos) * 0.1f;
- Handles.SphereHandleCap(0, hPos, rotation, size, EventType.Repaint);
- Vector3 newPos = Handles.PositionHandle(hPos, rotation);
- if (EditorGUI.EndChangeCheck())
- {
- Undo.RecordObject(target, "Change Waypoint Tangent");
- wp.tangent = newPos - wp.position;
- Target.m_Waypoints[i] = wp;
- Target.InvalidateDistanceCache();
- UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
- }
- }
-
- void DrawPositionControl(int i)
- {
- CinemachinePath.Waypoint wp = Target.m_Waypoints[i];
- EditorGUI.BeginChangeCheck();
- Handles.color = Target.m_Appearance.pathColor;
- Quaternion rotation = (Tools.pivotRotation == PivotRotation.Local)
- ? Quaternion.identity : Quaternion.Inverse(Target.transform.rotation);
- float size = HandleUtility.GetHandleSize(wp.position) * 0.1f;
- Handles.SphereHandleCap(0, wp.position, rotation, size, EventType.Repaint);
- Vector3 pos = Handles.PositionHandle(wp.position, rotation);
- if (EditorGUI.EndChangeCheck())
- {
- Undo.RecordObject(target, "Move Waypoint");
- wp.position = pos;
- Target.m_Waypoints[i] = wp;
- Target.InvalidateDistanceCache();
- UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
- }
- }
-
- internal static void DrawPathGizmo(CinemachinePathBase path, Color pathColor)
- {
- // Draw the path
- Color colorOld = Gizmos.color;
- Gizmos.color = pathColor;
- float step = 1f / path.m_Resolution;
- Vector3 lastPos = path.EvaluatePosition(path.MinPos);
- Vector3 lastW = (path.EvaluateOrientation(path.MinPos)
- * Vector3.right) * path.m_Appearance.width / 2;
- for (float t = path.MinPos + step; t <= path.MaxPos + step / 2; t += step)
- {
- Vector3 p = path.EvaluatePosition(t);
- Quaternion q = path.EvaluateOrientation(t);
- Vector3 w = (q * Vector3.right) * path.m_Appearance.width / 2;
- Vector3 w2 = w * 1.2f;
- Vector3 p0 = p - w2;
- Vector3 p1 = p + w2;
- Gizmos.DrawLine(p0, p1);
- Gizmos.DrawLine(lastPos - lastW, p - w);
- Gizmos.DrawLine(lastPos + lastW, p + w);
-#if false
- // Show the normals, for debugging
- Gizmos.color = Color.red;
- Vector3 y = (q * Vector3.up) * width / 2;
- Gizmos.DrawLine(p, p + y);
- Gizmos.color = pathColor;
-#endif
- lastPos = p;
- lastW = w;
- }
- Gizmos.color = colorOld;
- }
-
- [DrawGizmo(GizmoType.Active | GizmoType.NotInSelectionHierarchy
- | GizmoType.InSelectionHierarchy | GizmoType.Pickable, typeof(CinemachinePath))]
- static void DrawGizmos(CinemachinePath path, GizmoType selectionType)
- {
- DrawPathGizmo(path,
- (Selection.activeGameObject == path.gameObject)
- ? path.m_Appearance.pathColor : path.m_Appearance.inactivePathColor);
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachinePathEditor.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachinePathEditor.cs.meta
deleted file mode 100644
index 2de29b1ab..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachinePathEditor.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: c88d2a04cc828c044b0fcc133fd481e6
-timeCreated: 1493316676
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineSameAsFollowTargetEditor.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineSameAsFollowTargetEditor.cs
deleted file mode 100644
index 6e05a0507..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineSameAsFollowTargetEditor.cs
+++ /dev/null
@@ -1,23 +0,0 @@
-using UnityEditor;
-using UnityEngine;
-
-namespace Cinemachine.Editor
-{
- [CustomEditor(typeof(CinemachineSameAsFollowTarget))]
- internal sealed class CinemachineSameAsFollowTargetEditor : BaseEditor
- {
- public override void OnInspectorGUI()
- {
- BeginInspector();
- if (Target.FollowTarget == null)
- EditorGUILayout.HelpBox(
- "Same As Follow Target requires a Follow target. It will set the virtual camera's rotation to be the same as that of the Follow Target.",
- MessageType.Warning);
- EditorGUI.BeginChangeCheck();
- GUI.enabled = false;
- EditorGUILayout.LabelField(" ", "No additional settings", EditorStyles.miniLabel);
- GUI.enabled = true;
- DrawRemainingPropertiesInInspector();
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineSameAsFollowTargetEditor.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineSameAsFollowTargetEditor.cs.meta
deleted file mode 100644
index 5def8f47d..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineSameAsFollowTargetEditor.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: fc54afb14b6b01a4dabc4c8831cb7bf7
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineScreenComposerGuides.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineScreenComposerGuides.cs
deleted file mode 100644
index a22288225..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineScreenComposerGuides.cs
+++ /dev/null
@@ -1,196 +0,0 @@
-using UnityEngine;
-using UnityEditor;
-using Cinemachine.Utility;
-
-namespace Cinemachine.Editor
-{
- public class CinemachineScreenComposerGuides
- {
- public delegate Rect RectGetter();
- public delegate void RectSetter(Rect r);
- public delegate SerializedObject ObjectGetter();
-
- // Clients MUST implement all of these
- public RectGetter GetHardGuide;
- public RectGetter GetSoftGuide;
- public RectSetter SetHardGuide;
- public RectSetter SetSoftGuide;
- public ObjectGetter Target;
-
- public const float kGuideBarWidthPx = 3f;
-
- public void SetNewBounds(Rect oldHard, Rect oldSoft, Rect newHard, Rect newSoft)
- {
- if ((oldSoft != newSoft) || (oldHard != newHard))
- {
- Undo.RecordObject(Target().targetObject, "Composer Bounds");
- if (oldSoft != newSoft)
- SetSoftGuide(newSoft);
- if (oldHard != newHard)
- SetHardGuide(newHard);
- Target().ApplyModifiedProperties();
- }
- }
-
- public void OnGUI_DrawGuides(bool isLive, Camera outputCamera, LensSettings lens, bool showHardGuides)
- {
- Rect gateRect = outputCamera.pixelRect;
- Rect cameraRect = gateRect;
- float screenWidth = cameraRect.width;
- float screenHeight = screenWidth / lens.Aspect;
- cameraRect.yMax = Screen.height - cameraRect.yMin;
- cameraRect.yMin = cameraRect.yMax - screenHeight;
- cameraRect.position += new Vector2(0, (gateRect.y - cameraRect.y) / 2);
-
- // Shift the guides along with the lens
- cameraRect.position += new Vector2(
- -screenWidth * lens.LensShift.x, screenHeight * lens.LensShift.y);
-
- // Rotate the guides along with the dutch
- Matrix4x4 oldMatrix = GUI.matrix;
- GUI.matrix = Matrix4x4.Translate(cameraRect.min);
- GUIUtility.RotateAroundPivot(lens.Dutch, cameraRect.center);
- Color hardBarsColour = CinemachineSettings.ComposerSettings.HardBoundsOverlayColour;
- Color softBarsColour = CinemachineSettings.ComposerSettings.SoftBoundsOverlayColour;
- float overlayOpacity = CinemachineSettings.ComposerSettings.OverlayOpacity;
- if (!isLive)
- {
- softBarsColour = CinemachineSettings.CinemachineCoreSettings.InactiveGizmoColour;
- hardBarsColour = Color.Lerp(softBarsColour, Color.black, 0.5f);
- overlayOpacity /= 2;
- }
- hardBarsColour.a *= overlayOpacity;
- softBarsColour.a *= overlayOpacity;
-
- Rect r = showHardGuides ? GetHardGuide() : new Rect(-2, -2, 4, 4);
- float hardEdgeLeft = r.xMin * screenWidth;
- float hardEdgeTop = r.yMin * screenHeight;
- float hardEdgeRight = r.xMax * screenWidth;
- float hardEdgeBottom = r.yMax * screenHeight;
-
- mDragBars[(int)DragBar.HardBarLineLeft] = new Rect(hardEdgeLeft - kGuideBarWidthPx / 2f, 0f, kGuideBarWidthPx, screenHeight);
- mDragBars[(int)DragBar.HardBarLineTop] = new Rect(0f, hardEdgeTop - kGuideBarWidthPx / 2f, screenWidth, kGuideBarWidthPx);
- mDragBars[(int)DragBar.HardBarLineRight] = new Rect(hardEdgeRight - kGuideBarWidthPx / 2f, 0f, kGuideBarWidthPx, screenHeight);
- mDragBars[(int)DragBar.HardBarLineBottom] = new Rect(0f, hardEdgeBottom - kGuideBarWidthPx / 2f, screenWidth, kGuideBarWidthPx);
-
- r = GetSoftGuide();
- float softEdgeLeft = r.xMin * screenWidth;
- float softEdgeTop = r.yMin * screenHeight;
- float softEdgeRight = r.xMax * screenWidth;
- float softEdgeBottom = r.yMax * screenHeight;
-
- mDragBars[(int)DragBar.SoftBarLineLeft] = new Rect(softEdgeLeft - kGuideBarWidthPx / 2f, 0f, kGuideBarWidthPx, screenHeight);
- mDragBars[(int)DragBar.SoftBarLineTop] = new Rect(0f, softEdgeTop - kGuideBarWidthPx / 2f, screenWidth, kGuideBarWidthPx);
- mDragBars[(int)DragBar.SoftBarLineRight] = new Rect(softEdgeRight - kGuideBarWidthPx / 2f, 0f, kGuideBarWidthPx, screenHeight);
- mDragBars[(int)DragBar.SoftBarLineBottom] = new Rect(0f, softEdgeBottom - kGuideBarWidthPx / 2f, screenWidth, kGuideBarWidthPx);
-
- mDragBars[(int)DragBar.Center] = new Rect(softEdgeLeft, softEdgeTop, softEdgeRight - softEdgeLeft, softEdgeBottom - softEdgeTop);
-
- // Handle dragging bars
- if (isLive)
- OnGuiHandleBarDragging(screenWidth, screenHeight);
-
- // Draw the masks
- GUI.color = hardBarsColour;
- Rect hardBarLeft = new Rect(0, hardEdgeTop, Mathf.Max(0, hardEdgeLeft), hardEdgeBottom - hardEdgeTop);
- Rect hardBarRight = new Rect(hardEdgeRight, hardEdgeTop,
- Mathf.Max(0, screenWidth - hardEdgeRight), hardEdgeBottom - hardEdgeTop);
- Rect hardBarTop = new Rect(Mathf.Min(0, hardEdgeLeft), 0,
- Mathf.Max(screenWidth, hardEdgeRight) - Mathf.Min(0, hardEdgeLeft), Mathf.Max(0, hardEdgeTop));
- Rect hardBarBottom = new Rect(Mathf.Min(0, hardEdgeLeft), hardEdgeBottom,
- Mathf.Max(screenWidth, hardEdgeRight) - Mathf.Min(0, hardEdgeLeft),
- Mathf.Max(0, screenHeight - hardEdgeBottom));
- GUI.DrawTexture(hardBarLeft, Texture2D.whiteTexture, ScaleMode.StretchToFill);
- GUI.DrawTexture(hardBarTop, Texture2D.whiteTexture, ScaleMode.StretchToFill);
- GUI.DrawTexture(hardBarRight, Texture2D.whiteTexture, ScaleMode.StretchToFill);
- GUI.DrawTexture(hardBarBottom, Texture2D.whiteTexture, ScaleMode.StretchToFill);
-
- GUI.color = softBarsColour;
- Rect softBarLeft = new Rect(hardEdgeLeft, softEdgeTop, softEdgeLeft - hardEdgeLeft, softEdgeBottom - softEdgeTop);
- Rect softBarTop = new Rect(hardEdgeLeft, hardEdgeTop, hardEdgeRight - hardEdgeLeft, softEdgeTop - hardEdgeTop);
- Rect softBarRight = new Rect(softEdgeRight, softEdgeTop, hardEdgeRight - softEdgeRight, softEdgeBottom - softEdgeTop);
- Rect softBarBottom = new Rect(hardEdgeLeft, softEdgeBottom, hardEdgeRight - hardEdgeLeft, hardEdgeBottom - softEdgeBottom);
- GUI.DrawTexture(softBarLeft, Texture2D.whiteTexture, ScaleMode.StretchToFill);
- GUI.DrawTexture(softBarTop, Texture2D.whiteTexture, ScaleMode.StretchToFill);
- GUI.DrawTexture(softBarRight, Texture2D.whiteTexture, ScaleMode.StretchToFill);
- GUI.DrawTexture(softBarBottom, Texture2D.whiteTexture, ScaleMode.StretchToFill);
-
- // Draw the drag bars
- GUI.DrawTexture(mDragBars[(int)DragBar.SoftBarLineLeft], Texture2D.whiteTexture, ScaleMode.StretchToFill);
- GUI.DrawTexture(mDragBars[(int)DragBar.SoftBarLineTop], Texture2D.whiteTexture, ScaleMode.StretchToFill);
- GUI.DrawTexture(mDragBars[(int)DragBar.SoftBarLineRight], Texture2D.whiteTexture, ScaleMode.StretchToFill);
- GUI.DrawTexture(mDragBars[(int)DragBar.SoftBarLineBottom], Texture2D.whiteTexture, ScaleMode.StretchToFill);
-
- GUI.color = hardBarsColour;
- GUI.DrawTexture(mDragBars[(int)DragBar.HardBarLineLeft], Texture2D.whiteTexture, ScaleMode.StretchToFill);
- GUI.DrawTexture(mDragBars[(int)DragBar.HardBarLineTop], Texture2D.whiteTexture, ScaleMode.StretchToFill);
- GUI.DrawTexture(mDragBars[(int)DragBar.HardBarLineRight], Texture2D.whiteTexture, ScaleMode.StretchToFill);
- GUI.DrawTexture(mDragBars[(int)DragBar.HardBarLineBottom], Texture2D.whiteTexture, ScaleMode.StretchToFill);
-
- GUI.matrix = oldMatrix;
- }
-
- // For dragging the bars - order defines precedence
- private enum DragBar
- {
- Center,
- SoftBarLineLeft, SoftBarLineTop, SoftBarLineRight, SoftBarLineBottom,
- HardBarLineLeft, HardBarLineTop, HardBarLineRight, HardBarLineBottom,
- NONE
- };
- private DragBar mDragging = DragBar.NONE;
- private Rect[] mDragBars = new Rect[9];
-
- private void OnGuiHandleBarDragging(float screenWidth, float screenHeight)
- {
- if (Event.current.type == EventType.MouseUp)
- mDragging = DragBar.NONE;
- if (Event.current.type == EventType.MouseDown)
- {
- mDragging = DragBar.NONE;
- for (DragBar i = DragBar.Center; i < DragBar.NONE && mDragging == DragBar.NONE; ++i)
- {
- Vector2 slop = new Vector2(5f, 5f);
- if (i == DragBar.Center)
- {
- if (mDragBars[(int)i].width > 3f * slop.x)
- slop.x = -slop.x;
- if (mDragBars[(int)i].height > 3f * slop.y)
- slop.y = -slop.y;
- }
- Rect r = mDragBars[(int)i].Inflated(slop);
- if (r.Contains(Event.current.mousePosition))
- mDragging = i;
- }
- }
-
- if (mDragging != DragBar.NONE && Event.current.type == EventType.MouseDrag)
- {
- Vector2 d = new Vector2(
- Event.current.delta.x / screenWidth,
- Event.current.delta.y / screenHeight);
-
- // First snapshot some settings
- Rect newHard = GetHardGuide();
- Rect newSoft = GetSoftGuide();
- Vector2 changed = Vector2.zero;
- switch (mDragging)
- {
- case DragBar.Center: newSoft.position += d; break;
- case DragBar.SoftBarLineLeft: newSoft = newSoft.Inflated(new Vector2(-d.x, 0)); break;
- case DragBar.SoftBarLineRight: newSoft = newSoft.Inflated(new Vector2(d.x, 0)); break;
- case DragBar.SoftBarLineTop: newSoft = newSoft.Inflated(new Vector2(0, -d.y)); break;
- case DragBar.SoftBarLineBottom: newSoft = newSoft.Inflated(new Vector2(0, d.y)); break;
- case DragBar.HardBarLineLeft: newHard = newHard.Inflated(new Vector2(-d.x, 0)); break;
- case DragBar.HardBarLineRight: newHard = newHard.Inflated(new Vector2(d.x, 0)); break;
- case DragBar.HardBarLineBottom: newHard = newHard.Inflated(new Vector2(0, d.y)); break;
- case DragBar.HardBarLineTop: newHard = newHard.Inflated(new Vector2(0, -d.y)); break;
- }
-
- // Apply the changes, enforcing the bounds
- SetNewBounds(GetHardGuide(), GetSoftGuide(), newHard, newSoft);
- UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
- }
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineScreenComposerGuides.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineScreenComposerGuides.cs.meta
deleted file mode 100644
index dedaa0306..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineScreenComposerGuides.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 2a15a1e455bcc7543872f50762449739
-timeCreated: 1502028239
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineSmoothPathEditor.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineSmoothPathEditor.cs
deleted file mode 100644
index a71e84997..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineSmoothPathEditor.cs
+++ /dev/null
@@ -1,233 +0,0 @@
-using UnityEditor;
-using UnityEngine;
-using System.Collections.Generic;
-using UnityEditorInternal;
-
-namespace Cinemachine.Editor
-{
- [CustomEditor(typeof(CinemachineSmoothPath))]
- internal sealed class CinemachineSmoothPathEditor : BaseEditor
- {
- private ReorderableList mWaypointList;
-
- protected override List GetExcludedPropertiesInInspector()
- {
- List excluded = base.GetExcludedPropertiesInInspector();
- excluded.Add(FieldPath(x => x.m_Waypoints));
- return excluded;
- }
-
- void OnEnable()
- {
- mWaypointList = null;
- }
-
- public override void OnInspectorGUI()
- {
- BeginInspector();
- if (mWaypointList == null)
- SetupWaypointList();
-
- if (mWaypointList.index >= mWaypointList.count)
- mWaypointList.index = mWaypointList.count - 1;
-
- // Ordinary properties
- DrawRemainingPropertiesInInspector();
-
- // Path length
- EditorGUILayout.LabelField("Path Length", Target.PathLength.ToString());
-
- // Waypoints
- EditorGUI.BeginChangeCheck();
- mWaypointList.DoLayoutList();
- if (EditorGUI.EndChangeCheck())
- serializedObject.ApplyModifiedProperties();
- }
-
- void SetupWaypointList()
- {
- mWaypointList = new ReorderableList(
- serializedObject, FindProperty(x => x.m_Waypoints),
- true, true, true, true);
-
- mWaypointList.drawHeaderCallback = (Rect rect) =>
- { EditorGUI.LabelField(rect, "Waypoints"); };
-
- mWaypointList.drawElementCallback
- = (Rect rect, int index, bool isActive, bool isFocused) =>
- { DrawWaypointEditor(rect, index); };
-
- mWaypointList.onAddCallback = (ReorderableList l) =>
- { InsertWaypointAtIndex(l.index); };
- }
-
- void DrawWaypointEditor(Rect rect, int index)
- {
- // Needed for accessing string names of fields
- CinemachineSmoothPath.Waypoint def = new CinemachineSmoothPath.Waypoint();
- SerializedProperty element = mWaypointList.serializedProperty.GetArrayElementAtIndex(index);
-
- float hSpace = 3;
- rect.width -= hSpace; rect.y += 1;
- Vector2 numberDimension = GUI.skin.label.CalcSize(new GUIContent("999"));
- Rect r = new Rect(rect.position, numberDimension);
- if (GUI.Button(r, new GUIContent(index.ToString(), "Go to the waypoint in the scene view")))
- {
- if (SceneView.lastActiveSceneView != null)
- {
- mWaypointList.index = index;
- SceneView.lastActiveSceneView.pivot = Target.EvaluatePosition(index);
- SceneView.lastActiveSceneView.size = 4;
- SceneView.lastActiveSceneView.Repaint();
- }
- }
-
- float floatFieldWidth = EditorGUIUtility.singleLineHeight * 2f;
- GUIContent rollLabel = new GUIContent("Roll");
- Vector2 labelDimension = GUI.skin.label.CalcSize(rollLabel);
- float rollWidth = labelDimension.x + floatFieldWidth;
- r.x += r.width + hSpace; r.width = rect.width - (r.width + hSpace + rollWidth) - (r.height + hSpace);
- EditorGUI.PropertyField(r, element.FindPropertyRelative(() => def.position), GUIContent.none);
-
- r.x += r.width + hSpace; r.width = rollWidth;
- float oldWidth = EditorGUIUtility.labelWidth;
- EditorGUIUtility.labelWidth = labelDimension.x;
- EditorGUI.PropertyField(r, element.FindPropertyRelative(() => def.roll), rollLabel);
- EditorGUIUtility.labelWidth = oldWidth;
-
- r.x += r.width + hSpace; r.height += 1; r.width = r.height;
- GUIContent setButtonContent = EditorGUIUtility.IconContent("d_RectTransform Icon");
- setButtonContent.tooltip = "Set to scene-view camera position";
- if (GUI.Button(r, setButtonContent, GUI.skin.label) && SceneView.lastActiveSceneView != null)
- {
- Undo.RecordObject(Target, "Set waypoint");
- CinemachineSmoothPath.Waypoint wp = Target.m_Waypoints[index];
- Vector3 pos = SceneView.lastActiveSceneView.camera.transform.position;
- wp.position = Target.transform.InverseTransformPoint(pos);
- Target.m_Waypoints[index] = wp;
- }
- }
-
- void InsertWaypointAtIndex(int indexA)
- {
- Vector3 pos = Vector3.right;
- float roll = 0;
-
- // Get new values from the current indexA (if any)
- int numWaypoints = Target.m_Waypoints.Length;
- if (indexA < 0)
- indexA = numWaypoints - 1;
- if (indexA >= 0)
- {
- int indexB = indexA + 1;
- if (Target.m_Looped && indexB >= numWaypoints)
- indexB = 0;
- if (indexB >= numWaypoints)
- {
- Vector3 delta = Vector3.right;
- if (indexA > 0)
- delta = Target.m_Waypoints[indexA].position - Target.m_Waypoints[indexA-1].position;
- pos = Target.m_Waypoints[indexA].position + delta;
- roll = Target.m_Waypoints[indexA].roll;
- }
- else
- {
- // Interpolate
- pos = Target.transform.InverseTransformPoint(Target.EvaluatePosition(0.5f + indexA));
- roll = Mathf.Lerp(Target.m_Waypoints[indexA].roll, Target.m_Waypoints[indexB].roll, 0.5f);
- }
- }
- Undo.RecordObject(Target, "Add waypoint");
- var wp = new CinemachineSmoothPath.Waypoint();
- wp.position = pos;
- wp.roll = roll;
- var list = new List(Target.m_Waypoints);
- list.Insert(indexA + 1, wp);
- Target.m_Waypoints = list.ToArray();
- Target.InvalidateDistanceCache();
- InternalEditorUtility.RepaintAllViews();
- mWaypointList.index = indexA + 1; // select it
- }
-
- void OnSceneGUI()
- {
- if (mWaypointList == null)
- SetupWaypointList();
-
- if (Tools.current == Tool.Move)
- {
- Matrix4x4 mOld = Handles.matrix;
- Color colorOld = Handles.color;
-
- Handles.matrix = Target.transform.localToWorldMatrix;
- for (int i = 0; i < Target.m_Waypoints.Length; ++i)
- {
- DrawSelectionHandle(i);
- if (mWaypointList.index == i)
- DrawPositionControl(i); // Waypoint is selected
- }
- Handles.color = colorOld;
- Handles.matrix = mOld;
- }
- }
-
- void DrawSelectionHandle(int i)
- {
- if (Event.current.button != 1)
- {
- Vector3 pos = Target.m_Waypoints[i].position;
- float size = HandleUtility.GetHandleSize(pos) * 0.2f;
- Handles.color = Color.white;
- if (Handles.Button(pos, Quaternion.identity, size, size, Handles.SphereHandleCap)
- && mWaypointList.index != i)
- {
- mWaypointList.index = i;
- InternalEditorUtility.RepaintAllViews();
- }
- // Label it
- Handles.BeginGUI();
- Vector2 labelSize = new Vector2(
- EditorGUIUtility.singleLineHeight * 2, EditorGUIUtility.singleLineHeight);
- Vector2 labelPos = HandleUtility.WorldToGUIPoint(pos);
- labelPos.y -= labelSize.y / 2;
- labelPos.x -= labelSize.x / 2;
- GUILayout.BeginArea(new Rect(labelPos, labelSize));
- GUIStyle style = new GUIStyle();
- style.normal.textColor = Color.black;
- style.alignment = TextAnchor.MiddleCenter;
- GUILayout.Label(new GUIContent(i.ToString(), "Waypoint " + i), style);
- GUILayout.EndArea();
- Handles.EndGUI();
- }
- }
-
- void DrawPositionControl(int i)
- {
- CinemachineSmoothPath.Waypoint wp = Target.m_Waypoints[i];
- EditorGUI.BeginChangeCheck();
- Handles.color = Target.m_Appearance.pathColor;
- Quaternion rotation = (Tools.pivotRotation == PivotRotation.Local)
- ? Quaternion.identity : Quaternion.Inverse(Target.transform.rotation);
- float size = HandleUtility.GetHandleSize(wp.position) * 0.1f;
- Handles.SphereHandleCap(0, wp.position, rotation, size, EventType.Repaint);
- Vector3 pos = Handles.PositionHandle(wp.position, rotation);
- if (EditorGUI.EndChangeCheck())
- {
- Undo.RecordObject(target, "Move Waypoint");
- wp.position = pos;
- Target.m_Waypoints[i] = wp;
- Target.InvalidateDistanceCache();
- UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
- }
- }
-
- [DrawGizmo(GizmoType.Active | GizmoType.NotInSelectionHierarchy
- | GizmoType.InSelectionHierarchy | GizmoType.Pickable, typeof(CinemachineSmoothPath))]
- static void DrawGizmos(CinemachineSmoothPath path, GizmoType selectionType)
- {
- CinemachinePathEditor.DrawPathGizmo(path,
- (Selection.activeGameObject == path.gameObject)
- ? path.m_Appearance.pathColor : path.m_Appearance.inactivePathColor);
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineSmoothPathEditor.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineSmoothPathEditor.cs.meta
deleted file mode 100644
index c35d6630e..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineSmoothPathEditor.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 1123a444101eb774ba7490990b50736a
-timeCreated: 1505831686
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineStateDrivenCameraEditor.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineStateDrivenCameraEditor.cs
deleted file mode 100644
index fd108451c..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineStateDrivenCameraEditor.cs
+++ /dev/null
@@ -1,453 +0,0 @@
-using System.Collections.Generic;
-using UnityEditor;
-using UnityEngine;
-using UnityEditor.Animations;
-
-namespace Cinemachine.Editor
-{
- [CustomEditor(typeof(CinemachineStateDrivenCamera))]
- internal sealed class CinemachineStateDrivenCameraEditor
- : CinemachineVirtualCameraBaseEditor
- {
- EmbeddeAssetEditor m_BlendsEditor;
-
- protected override List GetExcludedPropertiesInInspector()
- {
- List excluded = base.GetExcludedPropertiesInInspector();
- excluded.Add(FieldPath(x => x.m_CustomBlends));
- excluded.Add(FieldPath(x => x.m_Instructions));
- return excluded;
- }
-
- private UnityEditorInternal.ReorderableList mChildList;
- private UnityEditorInternal.ReorderableList mInstructionList;
-
- protected override void OnEnable()
- {
- base.OnEnable();
- m_BlendsEditor = new EmbeddeAssetEditor(
- FieldPath(x => x.m_CustomBlends), this);
- m_BlendsEditor.OnChanged = (CinemachineBlenderSettings b) =>
- {
- UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
- };
- m_BlendsEditor.OnCreateEditor = (UnityEditor.Editor ed) =>
- {
- CinemachineBlenderSettingsEditor editor = ed as CinemachineBlenderSettingsEditor;
- if (editor != null)
- editor.GetAllVirtualCameras = () => { return Target.ChildCameras; };
- };
- mChildList = null;
- mInstructionList = null;
- }
-
- protected override void OnDisable()
- {
- base.OnDisable();
- if (m_BlendsEditor != null)
- m_BlendsEditor.OnDisable();
- }
-
- public override void OnInspectorGUI()
- {
- BeginInspector();
- if (mInstructionList == null)
- SetupInstructionList();
- if (mChildList == null)
- SetupChildList();
-
- if (Target.m_AnimatedTarget == null)
- EditorGUILayout.HelpBox("An Animated Target is required", MessageType.Warning);
-
- // Ordinary properties
- DrawHeaderInInspector();
- DrawPropertyInInspector(FindProperty(x => x.m_Priority));
- DrawTargetsInInspector(FindProperty(x => x.m_Follow), FindProperty(x => x.m_LookAt));
- DrawPropertyInInspector(FindProperty(x => x.m_AnimatedTarget));
-
- // Layer index
- EditorGUI.BeginChangeCheck();
- UpdateTargetStates();
- UpdateCameraCandidates();
- SerializedProperty layerProp = FindAndExcludeProperty(x => x.m_LayerIndex);
- int currentLayer = layerProp.intValue;
- int layerSelection = EditorGUILayout.Popup("Layer", currentLayer, mLayerNames);
- if (currentLayer != layerSelection)
- layerProp.intValue = layerSelection;
- if (EditorGUI.EndChangeCheck())
- {
- serializedObject.ApplyModifiedProperties();
- Target.ValidateInstructions();
- }
-
- DrawRemainingPropertiesInInspector();
-
- // Blends
- m_BlendsEditor.DrawEditorCombo(
- "Create New Blender Asset",
- Target.gameObject.name + " Blends", "asset", string.Empty,
- "Custom Blends", false);
-
- // Instructions
- EditorGUI.BeginChangeCheck();
- EditorGUILayout.Separator();
- mInstructionList.DoLayoutList();
-
- // vcam children
- EditorGUILayout.Separator();
- mChildList.DoLayoutList();
- if (EditorGUI.EndChangeCheck())
- {
- serializedObject.ApplyModifiedProperties();
- Target.ValidateInstructions();
- }
-
- // Extensions
- DrawExtensionsWidgetInInspector();
- }
-
- static AnimatorController GetControllerFromAnimator(Animator animator)
- {
- if (animator == null)
- return null;
- var ovr = animator.runtimeAnimatorController as AnimatorOverrideController;
- if (ovr)
- return ovr.runtimeAnimatorController as AnimatorController;
- return animator.runtimeAnimatorController as AnimatorController;
- }
-
- private string[] mLayerNames;
- private int[] mTargetStates;
- private string[] mTargetStateNames;
- private Dictionary mStateIndexLookup;
- private void UpdateTargetStates()
- {
- // Scrape the Animator Controller for states
- AnimatorController ac = GetControllerFromAnimator(Target.m_AnimatedTarget);
- StateCollector collector = new StateCollector();
- collector.CollectStates(ac, Target.m_LayerIndex);
- mTargetStates = collector.mStates.ToArray();
- mTargetStateNames = collector.mStateNames.ToArray();
- mStateIndexLookup = collector.mStateIndexLookup;
-
- if (ac == null)
- mLayerNames = new string[0];
- else
- {
- mLayerNames = new string[ac.layers.Length];
- for (int i = 0; i < ac.layers.Length; ++i)
- mLayerNames[i] = ac.layers[i].name;
- }
-
- // Create the parent map in the target
- List parents
- = new List();
- foreach (var i in collector.mStateParentLookup)
- parents.Add(new CinemachineStateDrivenCamera.ParentHash(i.Key, i.Value));
- Target.m_ParentHash = parents.ToArray();
- }
-
- class StateCollector
- {
- public List mStates;
- public List mStateNames;
- public Dictionary mStateIndexLookup;
- public Dictionary mStateParentLookup;
-
- public void CollectStates(AnimatorController ac, int layerIndex)
- {
- mStates = new List();
- mStateNames = new List();
- mStateIndexLookup = new Dictionary();
- mStateParentLookup = new Dictionary();
-
- mStateIndexLookup[0] = mStates.Count;
- mStateNames.Add("(default)");
- mStates.Add(0);
-
- if (ac != null && layerIndex >= 0 && layerIndex < ac.layers.Length)
- {
- AnimatorStateMachine fsm = ac.layers[layerIndex].stateMachine;
- string name = fsm.name;
- int hash = Animator.StringToHash(name);
- CollectStatesFromFSM(fsm, name + ".", hash, string.Empty);
- }
- }
-
- void CollectStatesFromFSM(
- AnimatorStateMachine fsm, string hashPrefix, int parentHash, string displayPrefix)
- {
- ChildAnimatorState[] states = fsm.states;
- for (int i = 0; i < states.Length; i++)
- {
- AnimatorState state = states[i].state;
- int hash = AddState(Animator.StringToHash(hashPrefix + state.name),
- parentHash, displayPrefix + state.name);
-
- // Also process clips as pseudo-states, if more than 1 is present.
- // Since they don't have hashes, we can manufacture some.
- var clips = CollectClips(state.motion);
- if (clips.Count > 1)
- {
- string substatePrefix = displayPrefix + state.name + ".";
- foreach (AnimationClip c in clips)
- AddState(
- CinemachineStateDrivenCamera.CreateFakeHash(hash, c),
- hash, substatePrefix + c.name);
- }
- }
-
- ChildAnimatorStateMachine[] fsmChildren = fsm.stateMachines;
- foreach (var child in fsmChildren)
- {
- string name = hashPrefix + child.stateMachine.name;
- string displayName = displayPrefix + child.stateMachine.name;
- int hash = AddState(Animator.StringToHash(name), parentHash, displayName);
- CollectStatesFromFSM(child.stateMachine, name + ".", hash, displayName + ".");
- }
- }
-
- List CollectClips(Motion motion)
- {
- var clips = new List();
- AnimationClip clip = motion as AnimationClip;
- if (clip != null)
- clips.Add(clip);
- BlendTree tree = motion as BlendTree;
- if (tree != null)
- {
- ChildMotion[] children = tree.children;
- foreach (var child in children)
- clips.AddRange(CollectClips(child.motion));
- }
- return clips;
- }
-
- int AddState(int hash, int parentHash, string displayName)
- {
- if (parentHash != 0)
- mStateParentLookup[hash] = parentHash;
- mStateIndexLookup[hash] = mStates.Count;
- mStateNames.Add(displayName);
- mStates.Add(hash);
- return hash;
- }
- }
-
- private int GetStateHashIndex(int stateHash)
- {
- if (stateHash == 0)
- return 0;
- if (!mStateIndexLookup.ContainsKey(stateHash))
- return 0;
- return mStateIndexLookup[stateHash];
- }
-
- private string[] mCameraCandidates;
- private Dictionary mCameraIndexLookup;
- private void UpdateCameraCandidates()
- {
- List vcams = new List();
- mCameraIndexLookup = new Dictionary();
- vcams.Add("(none)");
- CinemachineVirtualCameraBase[] children = Target.ChildCameras;
- foreach (var c in children)
- {
- mCameraIndexLookup[c] = vcams.Count;
- vcams.Add(c.Name);
- }
- mCameraCandidates = vcams.ToArray();
- }
-
- private int GetCameraIndex(Object obj)
- {
- if (obj == null || mCameraIndexLookup == null)
- return 0;
- CinemachineVirtualCameraBase vcam = obj as CinemachineVirtualCameraBase;
- if (vcam == null)
- return 0;
- if (!mCameraIndexLookup.ContainsKey(vcam))
- return 0;
- return mCameraIndexLookup[vcam];
- }
-
- void SetupInstructionList()
- {
- mInstructionList = new UnityEditorInternal.ReorderableList(serializedObject,
- serializedObject.FindProperty(() => Target.m_Instructions),
- true, true, true, true);
-
- // Needed for accessing field names as strings
- CinemachineStateDrivenCamera.Instruction def = new CinemachineStateDrivenCamera.Instruction();
-
- float vSpace = 2;
- float hSpace = 3;
- float floatFieldWidth = EditorGUIUtility.singleLineHeight * 2.5f;
- float hBigSpace = EditorGUIUtility.singleLineHeight * 2 / 3;
- mInstructionList.drawHeaderCallback = (Rect rect) =>
- {
- float sharedWidth = rect.width - EditorGUIUtility.singleLineHeight
- - 2 * (hBigSpace + floatFieldWidth) - hSpace;
- rect.x += EditorGUIUtility.singleLineHeight; rect.width = sharedWidth / 2;
- EditorGUI.LabelField(rect, "State");
-
- rect.x += rect.width + hSpace;
- EditorGUI.LabelField(rect, "Camera");
-
- rect.x += rect.width + hBigSpace; rect.width = floatFieldWidth;
- EditorGUI.LabelField(rect, "Wait");
-
- rect.x += rect.width + hBigSpace;
- EditorGUI.LabelField(rect, "Min");
- };
-
- mInstructionList.drawElementCallback
- = (Rect rect, int index, bool isActive, bool isFocused) =>
- {
- SerializedProperty instProp
- = mInstructionList.serializedProperty.GetArrayElementAtIndex(index);
- float sharedWidth = rect.width - 2 * (hBigSpace + floatFieldWidth) - hSpace;
- rect.y += vSpace; rect.height = EditorGUIUtility.singleLineHeight;
-
- rect.width = sharedWidth / 2;
- SerializedProperty stateSelProp = instProp.FindPropertyRelative(() => def.m_FullHash);
- int currentState = GetStateHashIndex(stateSelProp.intValue);
- int stateSelection = EditorGUI.Popup(rect, currentState, mTargetStateNames);
- if (currentState != stateSelection)
- stateSelProp.intValue = mTargetStates[stateSelection];
-
- rect.x += rect.width + hSpace;
- SerializedProperty vcamSelProp = instProp.FindPropertyRelative(() => def.m_VirtualCamera);
- int currentVcam = GetCameraIndex(vcamSelProp.objectReferenceValue);
- int vcamSelection = EditorGUI.Popup(rect, currentVcam, mCameraCandidates);
- if (currentVcam != vcamSelection)
- vcamSelProp.objectReferenceValue = (vcamSelection == 0)
- ? null : Target.ChildCameras[vcamSelection - 1];
-
- float oldWidth = EditorGUIUtility.labelWidth;
- EditorGUIUtility.labelWidth = hBigSpace;
-
- rect.x += rect.width; rect.width = floatFieldWidth + hBigSpace;
- SerializedProperty activeAfterProp = instProp.FindPropertyRelative(() => def.m_ActivateAfter);
- EditorGUI.PropertyField(rect, activeAfterProp, new GUIContent(" ", activeAfterProp.tooltip));
-
- rect.x += rect.width;
- SerializedProperty minDurationProp = instProp.FindPropertyRelative(() => def.m_MinDuration);
- EditorGUI.PropertyField(rect, minDurationProp, new GUIContent(" ", minDurationProp.tooltip));
-
- EditorGUIUtility.labelWidth = oldWidth;
- };
-
- mInstructionList.onAddDropdownCallback = (Rect buttonRect, UnityEditorInternal.ReorderableList l) =>
- {
- var menu = new GenericMenu();
- menu.AddItem(new GUIContent("New State"),
- false, (object data) =>
- {
- ++mInstructionList.serializedProperty.arraySize;
- serializedObject.ApplyModifiedProperties();
- Target.ValidateInstructions();
- },
- null);
- menu.AddItem(new GUIContent("All Unhandled States"),
- false, (object data) =>
- {
- CinemachineStateDrivenCamera target = Target;
- int len = mInstructionList.serializedProperty.arraySize;
- for (int i = 0; i < mTargetStates.Length; ++i)
- {
- int hash = mTargetStates[i];
- if (hash == 0)
- continue;
- bool alreadyThere = false;
- for (int j = 0; j < len; ++j)
- {
- if (target.m_Instructions[j].m_FullHash == hash)
- {
- alreadyThere = true;
- break;
- }
- }
- if (!alreadyThere)
- {
- int index = mInstructionList.serializedProperty.arraySize;
- ++mInstructionList.serializedProperty.arraySize;
- SerializedProperty p = mInstructionList.serializedProperty.GetArrayElementAtIndex(index);
- p.FindPropertyRelative(() => def.m_FullHash).intValue = hash;
- }
- }
- serializedObject.ApplyModifiedProperties();
- Target.ValidateInstructions();
- },
- null);
- menu.ShowAsContext();
- };
- }
-
- void SetupChildList()
- {
- float vSpace = 2;
- float hSpace = 3;
- float floatFieldWidth = EditorGUIUtility.singleLineHeight * 2.5f;
- float hBigSpace = EditorGUIUtility.singleLineHeight * 2 / 3;
-
- mChildList = new UnityEditorInternal.ReorderableList(serializedObject,
- serializedObject.FindProperty(() => Target.m_ChildCameras),
- true, true, true, true);
-
- mChildList.drawHeaderCallback = (Rect rect) =>
- {
- EditorGUI.LabelField(rect, "Virtual Camera Children");
- GUIContent priorityText = new GUIContent("Priority");
- var textDimensions = GUI.skin.label.CalcSize(priorityText);
- rect.x += rect.width - textDimensions.x;
- rect.width = textDimensions.x;
- EditorGUI.LabelField(rect, priorityText);
- };
- mChildList.drawElementCallback
- = (Rect rect, int index, bool isActive, bool isFocused) =>
- {
- rect.y += vSpace; rect.height = EditorGUIUtility.singleLineHeight;
- rect.width -= floatFieldWidth + hBigSpace;
- SerializedProperty element = mChildList.serializedProperty.GetArrayElementAtIndex(index);
- EditorGUI.PropertyField(rect, element, GUIContent.none);
-
- float oldWidth = EditorGUIUtility.labelWidth;
- EditorGUIUtility.labelWidth = hBigSpace;
- SerializedObject obj = new SerializedObject(element.objectReferenceValue);
- rect.x += rect.width + hSpace; rect.width = floatFieldWidth + hBigSpace;
- SerializedProperty priorityProp = obj.FindProperty(() => Target.m_Priority);
- EditorGUI.PropertyField(rect, priorityProp, new GUIContent(" ", priorityProp.tooltip));
- EditorGUIUtility.labelWidth = oldWidth;
- obj.ApplyModifiedProperties();
- };
- mChildList.onChangedCallback = (UnityEditorInternal.ReorderableList l) =>
- {
- if (l.index < 0 || l.index >= l.serializedProperty.arraySize)
- return;
- Object o = l.serializedProperty.GetArrayElementAtIndex(
- l.index).objectReferenceValue;
- CinemachineVirtualCameraBase vcam = (o != null)
- ? (o as CinemachineVirtualCameraBase) : null;
- if (vcam != null)
- vcam.transform.SetSiblingIndex(l.index);
- };
- mChildList.onAddCallback = (UnityEditorInternal.ReorderableList l) =>
- {
- var index = l.serializedProperty.arraySize;
- var vcam = CinemachineMenu.CreateDefaultVirtualCamera();
- Undo.SetTransformParent(vcam.transform, Target.transform, "");
- vcam.transform.SetSiblingIndex(index);
- };
- mChildList.onRemoveCallback = (UnityEditorInternal.ReorderableList l) =>
- {
- Object o = l.serializedProperty.GetArrayElementAtIndex(
- l.index).objectReferenceValue;
- CinemachineVirtualCameraBase vcam = (o != null)
- ? (o as CinemachineVirtualCameraBase) : null;
- if (vcam != null)
- Undo.DestroyObjectImmediate(vcam.gameObject);
- };
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineStateDrivenCameraEditor.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineStateDrivenCameraEditor.cs.meta
deleted file mode 100644
index 94dc06e48..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineStateDrivenCameraEditor.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 0eb9f23cde3a1734da334cfa0831dd25
-timeCreated: 1486062933
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineStoryboardEditor.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineStoryboardEditor.cs
deleted file mode 100644
index de16fe67f..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineStoryboardEditor.cs
+++ /dev/null
@@ -1,82 +0,0 @@
-using UnityEngine;
-using UnityEditor;
-
-namespace Cinemachine.Editor
-{
- [CustomEditor(typeof(CinemachineStoryboard))]
- internal sealed class CinemachineStoryboardEditor : BaseEditor
- {
- public void OnDisable()
- {
- WaveformWindow.SetDefaultUpdateInterval();
- }
-
- const float FastWaveformUpdateInterval = 0.1f;
- float mLastSplitScreenEventTime = 0;
-
- public override void OnInspectorGUI()
- {
- float now = Time.realtimeSinceStartup;
- if (now - mLastSplitScreenEventTime > FastWaveformUpdateInterval * 5)
- WaveformWindow.SetDefaultUpdateInterval();
-
- BeginInspector();
- Rect rect = EditorGUILayout.GetControlRect(true);
- EditorGUI.BeginChangeCheck();
- {
- float width = rect.width;
- rect.width = EditorGUIUtility.labelWidth + rect.height;
- EditorGUI.PropertyField(rect, FindProperty(x => x.m_ShowImage));
-
- rect.x += rect.width; rect.width = width - rect.width;
- EditorGUI.PropertyField(rect, FindProperty(x => x.m_Image), GUIContent.none);
-
- EditorGUILayout.PropertyField(FindProperty(x => x.m_Aspect));
- EditorGUILayout.PropertyField(FindProperty(x => x.m_Alpha));
- EditorGUILayout.PropertyField(FindProperty(x => x.m_Center));
- EditorGUILayout.PropertyField(FindProperty(x => x.m_Rotation));
-
- rect = EditorGUILayout.GetControlRect(true);
- EditorGUI.LabelField(rect, "Scale");
- rect.x += EditorGUIUtility.labelWidth; rect.width -= EditorGUIUtility.labelWidth;
- rect.width /= 3;
- var prop = FindProperty(x => x.m_SyncScale);
- GUIContent syncLabel = new GUIContent("Sync", prop.tooltip);
- prop.boolValue = EditorGUI.ToggleLeft(rect, syncLabel, prop.boolValue);
- rect.x += rect.width;
- if (prop.boolValue)
- {
- prop = FindProperty(x => x.m_Scale);
- float[] values = new float[1] { prop.vector2Value.x };
- EditorGUI.MultiFloatField(rect, new GUIContent[1] { new GUIContent("X") }, values);
- prop.vector2Value = new Vector2(values[0], values[0]);
- }
- else
- {
- rect.width *= 2;
- EditorGUI.PropertyField(rect, FindProperty(x => x.m_Scale), GUIContent.none);
- }
- EditorGUILayout.PropertyField(FindProperty(x => x.m_MuteCamera));
- }
- if (EditorGUI.EndChangeCheck())
- serializedObject.ApplyModifiedProperties();
-
- EditorGUILayout.Space();
- EditorGUI.BeginChangeCheck();
- EditorGUILayout.PropertyField(FindProperty(x => x.m_SplitView));
- if (EditorGUI.EndChangeCheck())
- {
- mLastSplitScreenEventTime = now;
- WaveformWindow.UpdateInterval = FastWaveformUpdateInterval;
- serializedObject.ApplyModifiedProperties();
- }
- rect = EditorGUILayout.GetControlRect(true);
- GUI.Label(new Rect(rect.x, rect.y, EditorGUIUtility.labelWidth, rect.height),
- "Waveform Monitor");
- rect.width -= EditorGUIUtility.labelWidth; rect.width /= 2;
- rect.x += EditorGUIUtility.labelWidth;
- if (GUI.Button(rect, "Open"))
- WaveformWindow.OpenWindow();
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineStoryboardEditor.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineStoryboardEditor.cs.meta
deleted file mode 100644
index 16b1e06ed..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineStoryboardEditor.cs.meta
+++ /dev/null
@@ -1,13 +0,0 @@
-fileFormatVersion: 2
-guid: a9e63e62da42ce141b35602019323584
-timeCreated: 1516812054
-licenseType: Pro
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineTargetGroupEditor.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineTargetGroupEditor.cs
deleted file mode 100644
index a10aa726d..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineTargetGroupEditor.cs
+++ /dev/null
@@ -1,94 +0,0 @@
-using UnityEditor;
-using UnityEngine;
-using System.Collections.Generic;
-
-namespace Cinemachine.Editor
-{
- [CustomEditor(typeof(CinemachineTargetGroup))]
- internal sealed class CinemachineTargetGroupEditor : BaseEditor
- {
- private UnityEditorInternal.ReorderableList mTargetList;
-
- protected override List GetExcludedPropertiesInInspector()
- {
- List excluded = base.GetExcludedPropertiesInInspector();
- excluded.Add(FieldPath(x => x.m_Targets));
- return excluded;
- }
-
- void OnEnable()
- {
- mTargetList = null;
- }
-
- public override void OnInspectorGUI()
- {
- BeginInspector();
- DrawRemainingPropertiesInInspector();
-
- if (mTargetList == null)
- SetupTargetList();
- EditorGUI.BeginChangeCheck();
- mTargetList.DoLayoutList();
- if (EditorGUI.EndChangeCheck())
- serializedObject.ApplyModifiedProperties();
- }
-
- void SetupTargetList()
- {
- float vSpace = 2;
- float floatFieldWidth = EditorGUIUtility.singleLineHeight * 3f;
- float hBigSpace = EditorGUIUtility.singleLineHeight * 2 / 3;
-
- mTargetList = new UnityEditorInternal.ReorderableList(
- serializedObject, FindProperty(x => x.m_Targets),
- true, true, true, true);
-
- // Needed for accessing field names as strings
- CinemachineTargetGroup.Target def = new CinemachineTargetGroup.Target();
-
- mTargetList.drawHeaderCallback = (Rect rect) =>
- {
- rect.width -= EditorGUIUtility.singleLineHeight + 2 * (floatFieldWidth + hBigSpace);
- Vector2 pos = rect.position; pos.x += EditorGUIUtility.singleLineHeight;
- rect.position = pos;
- EditorGUI.LabelField(rect, "Target");
-
- pos.x += rect.width + hBigSpace; rect.width = floatFieldWidth; rect.position = pos;
- EditorGUI.LabelField(rect, "Weight");
-
- pos.x += rect.width + hBigSpace; rect.position = pos;
- EditorGUI.LabelField(rect, "Radius");
- };
-
- mTargetList.drawElementCallback
- = (Rect rect, int index, bool isActive, bool isFocused) =>
- {
- SerializedProperty elemProp = mTargetList.serializedProperty.GetArrayElementAtIndex(index);
-
- rect.y += vSpace;
- rect.height = EditorGUIUtility.singleLineHeight;
- Vector2 pos = rect.position;
- //rect.width -= hSpace + 2 * EditorGUIUtility.singleLineHeight;
- rect.width -= 2 * (floatFieldWidth + hBigSpace);
- EditorGUI.PropertyField(rect, elemProp.FindPropertyRelative(() => def.target), GUIContent.none);
-
- float oldWidth = EditorGUIUtility.labelWidth;
- EditorGUIUtility.labelWidth = EditorGUIUtility.singleLineHeight;
- pos.x += rect.width; rect.width = floatFieldWidth + hBigSpace; rect.position = pos;
- EditorGUI.PropertyField(rect, elemProp.FindPropertyRelative(() => def.weight), new GUIContent(" "));
- pos.x += rect.width; rect.position = pos;
- EditorGUI.PropertyField(rect, elemProp.FindPropertyRelative(() => def.radius), new GUIContent(" "));
- EditorGUIUtility.labelWidth = oldWidth;
- };
-
- mTargetList.onAddCallback = (UnityEditorInternal.ReorderableList l) =>
- {
- var index = l.serializedProperty.arraySize;
- ++l.serializedProperty.arraySize;
- SerializedProperty elemProp = mTargetList.serializedProperty.GetArrayElementAtIndex(index);
- elemProp.FindPropertyRelative(() => def.weight).floatValue = 1;
- };
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineTargetGroupEditor.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineTargetGroupEditor.cs.meta
deleted file mode 100644
index 16c5db602..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineTargetGroupEditor.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: eb8e037cb3f873743a725427c8c22342
-timeCreated: 1496424406
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineTrackedDollyEditor.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineTrackedDollyEditor.cs
deleted file mode 100644
index 9e34dcc38..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineTrackedDollyEditor.cs
+++ /dev/null
@@ -1,72 +0,0 @@
-using System.Collections.Generic;
-using UnityEditor;
-using UnityEngine;
-
-namespace Cinemachine.Editor
-{
- [CustomEditor(typeof(CinemachineTrackedDolly))]
- internal sealed class CinemachineTrackedDollyEditor : BaseEditor
- {
- protected override List GetExcludedPropertiesInInspector()
- {
- List excluded = base.GetExcludedPropertiesInInspector();
- switch (Target.m_CameraUp)
- {
- default:
- break;
- case CinemachineTrackedDolly.CameraUpMode.PathNoRoll:
- case CinemachineTrackedDolly.CameraUpMode.FollowTargetNoRoll:
- excluded.Add(FieldPath(x => x.m_RollDamping));
- break;
- case CinemachineTrackedDolly.CameraUpMode.Default:
- excluded.Add(FieldPath(x => x.m_PitchDamping));
- excluded.Add(FieldPath(x => x.m_YawDamping));
- excluded.Add(FieldPath(x => x.m_RollDamping));
- break;
- }
- return excluded;
- }
-
- public override void OnInspectorGUI()
- {
- BeginInspector();
- if (Target.m_Path == null)
- EditorGUILayout.HelpBox("A Path is required", MessageType.Warning);
- if (Target.m_AutoDolly.m_Enabled && Target.FollowTarget == null)
- EditorGUILayout.HelpBox("AutoDolly requires a Follow Target", MessageType.Warning);
- DrawRemainingPropertiesInInspector();
- }
-
- /// Process a position drag from the user.
- /// Called "magically" by the vcam editor, so don't change the signature.
- public void OnVcamPositionDragged(Vector3 delta)
- {
- Undo.RegisterCompleteObjectUndo(Target, "Camera drag"); // GML do we need this?
- Quaternion targetOrientation = Target.m_Path.EvaluateOrientationAtUnit(
- Target.m_PathPosition, Target.m_PositionUnits);
- Vector3 localOffset = Quaternion.Inverse(targetOrientation) * delta;
- FindProperty(x => x.m_PathOffset).vector3Value += localOffset;
- serializedObject.ApplyModifiedProperties();
- }
-
- [DrawGizmo(GizmoType.Active | GizmoType.InSelectionHierarchy, typeof(CinemachineTrackedDolly))]
- private static void DrawTrackeDollyGizmos(CinemachineTrackedDolly target, GizmoType selectionType)
- {
- if (target.IsValid)
- {
- CinemachinePathBase path = target.m_Path;
- if (path != null)
- {
- CinemachinePathEditor.DrawPathGizmo(path, path.m_Appearance.pathColor);
- Vector3 pos = path.EvaluatePositionAtUnit(target.m_PathPosition, target.m_PositionUnits);
- Color oldColor = Gizmos.color;
- Gizmos.color = CinemachineCore.Instance.IsLive(target.VirtualCamera)
- ? CinemachineSettings.CinemachineCoreSettings.ActiveGizmoColour
- : CinemachineSettings.CinemachineCoreSettings.InactiveGizmoColour;
- Gizmos.DrawLine(pos, target.transform.position);
- Gizmos.color = oldColor;
- }
- }
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineTrackedDollyEditor.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineTrackedDollyEditor.cs.meta
deleted file mode 100644
index 84f8029ea..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineTrackedDollyEditor.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: d4a408a1b506d0046875061c677944d8
-timeCreated: 1493318518
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineTransposerEditor.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineTransposerEditor.cs
deleted file mode 100644
index 00355189c..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineTransposerEditor.cs
+++ /dev/null
@@ -1,102 +0,0 @@
-using UnityEngine;
-using UnityEditor;
-using System.Collections.Generic;
-
-namespace Cinemachine.Editor
-{
- [CustomEditor(typeof(CinemachineTransposer))]
- internal sealed class CinemachineTransposerEditor : BaseEditor
- {
- protected override List GetExcludedPropertiesInInspector()
- {
- List excluded = base.GetExcludedPropertiesInInspector();
-
- if (Target.m_AngularDampingMode == CinemachineTransposer.AngularDampingMode.Euler)
- excluded.Add(FieldPath(x => x.m_AngularDamping));
- else
- {
- excluded.Add(FieldPath(x => x.m_PitchDamping));
- excluded.Add(FieldPath(x => x.m_YawDamping));
- excluded.Add(FieldPath(x => x.m_RollDamping));
- }
-
- switch (Target.m_BindingMode)
- {
- default:
- case CinemachineTransposer.BindingMode.LockToTarget:
- break;
- case CinemachineTransposer.BindingMode.LockToTargetNoRoll:
- excluded.Add(FieldPath(x => x.m_RollDamping));
- break;
- case CinemachineTransposer.BindingMode.LockToTargetWithWorldUp:
- excluded.Add(FieldPath(x => x.m_PitchDamping));
- excluded.Add(FieldPath(x => x.m_RollDamping));
- break;
- case CinemachineTransposer.BindingMode.LockToTargetOnAssign:
- case CinemachineTransposer.BindingMode.WorldSpace:
- excluded.Add(FieldPath(x => x.m_PitchDamping));
- excluded.Add(FieldPath(x => x.m_YawDamping));
- excluded.Add(FieldPath(x => x.m_RollDamping));
- excluded.Add(FieldPath(x => x.m_AngularDamping));
- excluded.Add(FieldPath(x => x.m_AngularDampingMode));
- break;
- case CinemachineTransposer.BindingMode.SimpleFollowWithWorldUp:
- excluded.Add(FieldPath(x => x.m_XDamping));
- excluded.Add(FieldPath(x => x.m_PitchDamping));
- excluded.Add(FieldPath(x => x.m_YawDamping));
- excluded.Add(FieldPath(x => x.m_RollDamping));
- excluded.Add(FieldPath(x => x.m_AngularDamping));
- excluded.Add(FieldPath(x => x.m_AngularDampingMode));
- break;
- }
- if (Target.HideOffsetInInspector)
- excluded.Add(FieldPath(x => x.m_FollowOffset));
- return excluded;
- }
-
- public override void OnInspectorGUI()
- {
- BeginInspector();
- if (Target.FollowTarget == null)
- EditorGUILayout.HelpBox(
- "Transposer requires a Follow Target. Change Body to Do Nothing if you don't want a Follow target.",
- MessageType.Warning);
- DrawRemainingPropertiesInInspector();
- }
-
- /// Process a position drag from the user.
- /// Called "magically" by the vcam editor, so don't change the signature.
- public void OnVcamPositionDragged(Vector3 delta)
- {
- Undo.RegisterCompleteObjectUndo(Target, "Camera drag"); // GML do we need this?
- Quaternion targetOrientation = Target.GetReferenceOrientation(Target.VcamState.ReferenceUp);
- Vector3 localOffset = Quaternion.Inverse(targetOrientation) * delta;
- FindProperty(x => x.m_FollowOffset).vector3Value += localOffset;
- serializedObject.ApplyModifiedProperties();
- FindProperty(x => x.m_FollowOffset).vector3Value = Target.EffectiveOffset;
- serializedObject.ApplyModifiedProperties();
- }
-
- [DrawGizmo(GizmoType.Active | GizmoType.Selected, typeof(CinemachineTransposer))]
- static void DrawTransposerGizmos(CinemachineTransposer target, GizmoType selectionType)
- {
- if (target.IsValid & !target.HideOffsetInInspector)
- {
- Color originalGizmoColour = Gizmos.color;
- Gizmos.color = CinemachineCore.Instance.IsLive(target.VirtualCamera)
- ? CinemachineSettings.CinemachineCoreSettings.ActiveGizmoColour
- : CinemachineSettings.CinemachineCoreSettings.InactiveGizmoColour;
-
- Vector3 up = Vector3.up;
- CinemachineBrain brain = CinemachineCore.Instance.FindPotentialTargetBrain(target.VirtualCamera);
- if (brain != null)
- up = brain.DefaultWorldUp;
- Vector3 targetPos = target.FollowTargetPosition;
- Vector3 desiredPos = target.GetTargetCameraPosition(up);
- Gizmos.DrawLine(targetPos, desiredPos);
- //Gizmos.DrawWireSphere(desiredPos, HandleUtility.GetHandleSize(desiredPos) / 20);
- Gizmos.color = originalGizmoColour;
- }
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineTransposerEditor.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineTransposerEditor.cs.meta
deleted file mode 100644
index c0de9c178..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineTransposerEditor.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: f34e35dc1dc67c54c841b728548d69cc
-timeCreated: 1484088330
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineVirtualCameraBaseEditor.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineVirtualCameraBaseEditor.cs
deleted file mode 100644
index 401479815..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineVirtualCameraBaseEditor.cs
+++ /dev/null
@@ -1,203 +0,0 @@
-using UnityEngine;
-using UnityEditor;
-using System;
-using System.Collections.Generic;
-using Cinemachine.Utility;
-
-namespace Cinemachine.Editor
-{
- ///
- /// Base class for virtual camera editors.
- /// Handles drawing the header and the basic properties.
- ///
- public class CinemachineVirtualCameraBaseEditor
- : BaseEditor where T : CinemachineVirtualCameraBase
- {
- static Type[] sExtensionTypes; // First entry is null
- static string[] sExtensionNames;
-
- protected override List GetExcludedPropertiesInInspector()
- {
- var excluded = base.GetExcludedPropertiesInInspector();
- if (Target.m_ExcludedPropertiesInInspector != null)
- excluded.AddRange(Target.m_ExcludedPropertiesInInspector);
- return excluded;
- }
-
- protected virtual void OnEnable()
- {
- if (sExtensionTypes == null)
- {
- // Populate the extension list
- List exts = new List();
- List names = new List();
- exts.Add(null);
- names.Add("(select)");
- var allExtensions
- = ReflectionHelpers.GetTypesInAllDependentAssemblies(
- (Type t) => t.IsSubclassOf(typeof(CinemachineExtension)));
- foreach (Type t in allExtensions)
- {
- exts.Add(t);
- names.Add(t.Name);
- }
- sExtensionTypes = exts.ToArray();
- sExtensionNames = names.ToArray();
- }
- }
-
- protected virtual void OnDisable()
- {
- if (CinemachineBrain.SoloCamera == (ICinemachineCamera)Target)
- {
- CinemachineBrain.SoloCamera = null;
- UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
- }
- }
-
- public override void OnInspectorGUI()
- {
- BeginInspector();
- DrawHeaderInInspector();
- DrawRemainingPropertiesInInspector();
- DrawExtensionsWidgetInInspector();
- }
-
- protected void DrawHeaderInInspector()
- {
- List excluded = GetExcludedPropertiesInInspector();
- if (!excluded.Contains("Header"))
- {
- DrawCameraStatusInInspector();
- DrawGlobalControlsInInspector();
- }
- ExcludeProperty("Header");
- }
-
- protected void DrawTargetsInInspector(
- SerializedProperty followTarget, SerializedProperty lookAtTarget)
- {
- List excluded = GetExcludedPropertiesInInspector();
- EditorGUI.BeginChangeCheck();
- if (!excluded.Contains(followTarget.name))
- {
- if (Target.ParentCamera == null || Target.ParentCamera.Follow == null)
- EditorGUILayout.PropertyField(followTarget);
- else
- EditorGUILayout.PropertyField(followTarget,
- new GUIContent(followTarget.displayName + " Override"));
- ExcludeProperty(followTarget.name);
- }
- if (!excluded.Contains(lookAtTarget.name))
- {
- if (Target.ParentCamera == null || Target.ParentCamera.LookAt == null)
- EditorGUILayout.PropertyField(lookAtTarget);
- else
- EditorGUILayout.PropertyField(lookAtTarget,
- new GUIContent(lookAtTarget.displayName + " Override"));
- ExcludeProperty(lookAtTarget.name);
- }
- if (EditorGUI.EndChangeCheck())
- serializedObject.ApplyModifiedProperties();
- }
-
- protected void DrawExtensionsWidgetInInspector()
- {
- List excluded = GetExcludedPropertiesInInspector();
- if (!excluded.Contains("Extensions"))
- {
- EditorGUILayout.Space();
- EditorGUILayout.LabelField("Extensions", EditorStyles.boldLabel);
- Rect rect = EditorGUILayout.GetControlRect(true, EditorGUIUtility.singleLineHeight);
- rect = EditorGUI.PrefixLabel(rect, new GUIContent("Add Extension"));
-
- int selection = EditorGUI.Popup(rect, 0, sExtensionNames);
- if (selection > 0)
- {
- Type extType = sExtensionTypes[selection];
- if (Target.GetComponent(extType) == null)
- Undo.AddComponent(Target.gameObject, extType);
- }
- ExcludeProperty("Extensions");
- }
- }
-
- protected void DrawCameraStatusInInspector()
- {
- // Is the camera navel-gazing?
- CameraState state = Target.State;
- if (state.HasLookAt && (state.ReferenceLookAt - state.CorrectedPosition).AlmostZero())
- EditorGUILayout.HelpBox(
- "The camera is positioned on the same point at which it is trying to look.",
- MessageType.Warning);
-
- // Active status and Solo button
- Rect rect = EditorGUILayout.GetControlRect(true);
- Rect rectLabel = new Rect(rect.x, rect.y, EditorGUIUtility.labelWidth, rect.height);
- rect.width -= rectLabel.width;
- rect.x += rectLabel.width;
-
- Color color = GUI.color;
- bool isSolo = (CinemachineBrain.SoloCamera == (ICinemachineCamera)Target);
- if (isSolo)
- GUI.color = CinemachineBrain.GetSoloGUIColor();
-
- bool isLive = CinemachineCore.Instance.IsLive(Target);
- GUI.enabled = isLive;
- GUI.Label(rectLabel, isLive ? "Status: Live"
- : (Target.isActiveAndEnabled ? "Status: Standby" : "Status: Disabled"));
- GUI.enabled = true;
-
- float labelWidth = 0;
- GUIContent updateText = GUIContent.none;
- UpdateTracker.UpdateClock updateMode = CinemachineCore.Instance.GetVcamUpdateStatus(Target);
- if (Application.isPlaying)
- {
- updateText = new GUIContent(
- updateMode == UpdateTracker.UpdateClock.Fixed ? " Fixed Update" : " Late Update");
- var textDimensions = GUI.skin.label.CalcSize(updateText);
- labelWidth = textDimensions.x;
- }
- rect.width -= labelWidth;
- if (GUI.Button(rect, "Solo", "Button"))
- {
- isSolo = !isSolo;
- CinemachineBrain.SoloCamera = isSolo ? Target : null;
- UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
- }
- GUI.color = color;
- if (isSolo && !Application.isPlaying)
- UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
-
- if (labelWidth > 0)
- {
- GUI.enabled = false;
- rect.x += rect.width; rect.width = labelWidth;
- GUI.Label(rect, updateText);
- GUI.enabled = true;
- }
- }
-
- protected void DrawGlobalControlsInInspector()
- {
- CinemachineSettings.CinemachineCoreSettings.ShowInGameGuides
- = EditorGUILayout.Toggle(
- new GUIContent(
- "Game Window Guides",
- "Enable the display of overlays in the Game window. You can adjust colours and opacity in Edit/Preferences/Cinemachine."),
- CinemachineSettings.CinemachineCoreSettings.ShowInGameGuides);
-
- SaveDuringPlay.SaveDuringPlay.Enabled
- = EditorGUILayout.Toggle(
- new GUIContent(
- "Save During Play",
- "If checked, Virtual Camera settings changes made during Play Mode will be propagated back to the scene when Play Mode is exited."),
- SaveDuringPlay.SaveDuringPlay.Enabled);
-
- if (Application.isPlaying && SaveDuringPlay.SaveDuringPlay.Enabled)
- EditorGUILayout.HelpBox(
- " Virtual Camera settings changes made during Play Mode will be propagated back to the scene when Play Mode is exited.",
- MessageType.Info);
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineVirtualCameraBaseEditor.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineVirtualCameraBaseEditor.cs.meta
deleted file mode 100644
index c1b8e9bb5..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineVirtualCameraBaseEditor.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 211d719bb25901043833928f50e9d0ea
-timeCreated: 1506603196
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineVirtualCameraEditor.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineVirtualCameraEditor.cs
deleted file mode 100644
index 671af19ce..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineVirtualCameraEditor.cs
+++ /dev/null
@@ -1,459 +0,0 @@
-using UnityEngine;
-using UnityEditor;
-using System;
-using System.Collections.Generic;
-using Cinemachine.Utility;
-using System.Reflection;
-using System.Linq;
-
-namespace Cinemachine.Editor
-{
- [CustomEditor(typeof(CinemachineVirtualCamera))]
- internal class CinemachineVirtualCameraEditor
- : CinemachineVirtualCameraBaseEditor
- {
- // Static state and caches - Call UpdateStaticData() to refresh this
- struct StageData
- {
- string ExpandedKey { get { return "CNMCN_Core_Vcam_Expanded_" + Name; } }
- public bool IsExpanded
- {
- get { return EditorPrefs.GetBool(ExpandedKey, false); }
- set { EditorPrefs.SetBool(ExpandedKey, value); }
- }
- public string Name;
- public Type[] types; // first entry is null
- public GUIContent[] PopupOptions;
- }
- static StageData[] sStageData = null;
-
- // Instance data - call UpdateInstanceData() to refresh this
- int[] m_stageState = null;
- bool[] m_stageError = null;
- CinemachineComponentBase[] m_components;
- UnityEditor.Editor[] m_componentEditors = new UnityEditor.Editor[0];
-
- protected override void OnEnable()
- {
- // Build static menu arrays via reflection
- base.OnEnable();
- UpdateStaticData();
- }
-
- protected override void OnDisable()
- {
- base.OnDisable();
- // Must destroy editors or we get exceptions
- if (m_componentEditors != null)
- foreach (UnityEditor.Editor e in m_componentEditors)
- if (e != null)
- UnityEngine.Object.DestroyImmediate(e);
- }
-
- Vector3 mPreviousPosition;
- private void OnSceneGUI()
- {
- if (!Target.UserIsDragging)
- mPreviousPosition = Target.transform.position;
- if (Selection.Contains(Target.gameObject) && Tools.current == Tool.Move
- && Event.current.type == EventType.MouseDrag)
- {
- // User might be dragging our position handle
- Target.UserIsDragging = true;
- Vector3 delta = Target.transform.position - mPreviousPosition;
- if (!delta.AlmostZero())
- {
- OnPositionDragged(delta);
- mPreviousPosition = Target.transform.position;
- }
- }
- else if (GUIUtility.hotControl == 0 && Target.UserIsDragging)
- {
- // We're not dragging anything now, but we were
- UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
- Target.UserIsDragging = false;
- }
- }
-
-
- void OnPositionDragged(Vector3 delta)
- {
- if (m_componentEditors != null)
- {
- foreach (UnityEditor.Editor e in m_componentEditors)
- {
- if (e != null)
- {
- MethodInfo mi = e.GetType().GetMethod("OnVcamPositionDragged"
- , BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance);
- if (mi != null && e.target != null)
- {
- mi.Invoke(e, new object[] { delta } );
- }
- }
- }
- }
- }
-
- public override void OnInspectorGUI()
- {
- BeginInspector();
- DrawHeaderInInspector();
- DrawPropertyInInspector(FindProperty(x => x.m_Priority));
- DrawTargetsInInspector(FindProperty(x => x.m_Follow), FindProperty(x => x.m_LookAt));
- DrawRemainingPropertiesInInspector();
- DrawPipelineInInspector();
- DrawExtensionsWidgetInInspector();
- }
-
- protected void DrawPipelineInInspector()
- {
- UpdateInstanceData();
- foreach (CinemachineCore.Stage stage in Enum.GetValues(typeof(CinemachineCore.Stage)))
- {
- int index = (int)stage;
-
- // Skip pipeline stages that have no implementations
- if (sStageData[index].PopupOptions.Length <= 1)
- continue;
-
- const float indentOffset = 4;
-
- GUIStyle stageBoxStyle = GUI.skin.box;
- EditorGUILayout.BeginVertical(stageBoxStyle);
- Rect rect = EditorGUILayout.GetControlRect(true);
-
- // Don't use PrefixLabel() because it will link the enabled status of field and label
- GUIContent label = new GUIContent(InspectorUtility.NicifyClassName(stage.ToString()));
- if (m_stageError[index])
- label.image = EditorGUIUtility.IconContent("console.warnicon.sml").image;
- float labelWidth = EditorGUIUtility.labelWidth - (indentOffset + EditorGUI.indentLevel * 15);
- Rect r = rect; r.width = labelWidth;
- EditorGUI.LabelField(r, label);
- r = rect; r.width -= labelWidth; r.x += labelWidth;
- GUI.enabled = !StageIsLocked(stage);
- int newSelection = EditorGUI.Popup(r, m_stageState[index], sStageData[index].PopupOptions);
- GUI.enabled = true;
-
- Type type = sStageData[index].types[newSelection];
- if (newSelection != m_stageState[index])
- {
- SetPipelineStage(stage, type);
- if (newSelection != 0)
- sStageData[index].IsExpanded = true;
- UpdateInstanceData(); // because we changed it
- return;
- }
- if (type != null)
- {
- Rect stageRect = new Rect(
- rect.x - indentOffset, rect.y, rect.width + indentOffset, rect.height);
- sStageData[index].IsExpanded = EditorGUI.Foldout(
- stageRect, sStageData[index].IsExpanded, GUIContent.none, true);
- if (sStageData[index].IsExpanded)
- {
- // Make the editor for that stage
- UnityEditor.Editor e = GetEditorForPipelineStage(stage);
- if (e != null)
- {
- ++EditorGUI.indentLevel;
- EditorGUILayout.Separator();
- e.OnInspectorGUI();
- EditorGUILayout.Separator();
- --EditorGUI.indentLevel;
- }
- }
- }
- EditorGUILayout.EndVertical();
- }
- }
-
- bool StageIsLocked(CinemachineCore.Stage stage)
- {
- CinemachineCore.Stage[] locked = Target.m_LockStageInInspector;
- if (locked != null)
- for (int i = 0; i < locked.Length; ++i)
- if (locked[i] == stage)
- return true;
- return false;
- }
-
- UnityEditor.Editor GetEditorForPipelineStage(CinemachineCore.Stage stage)
- {
- if (m_componentEditors != null)
- {
- foreach (UnityEditor.Editor e in m_componentEditors)
- {
- if (e != null)
- {
- CinemachineComponentBase c = e.target as CinemachineComponentBase;
- if (c != null && c.Stage == stage)
- return e;
- }
- }
- }
- return null;
- }
-
- ///
- /// Register with CinemachineVirtualCamera to create the pipeline in an undo-friendly manner
- ///
- [InitializeOnLoad]
- class CreatePipelineWithUndo
- {
- static CreatePipelineWithUndo()
- {
- CinemachineVirtualCamera.CreatePipelineOverride =
- (CinemachineVirtualCamera vcam, string name, CinemachineComponentBase[] copyFrom) =>
- {
- // Create a new pipeline
- GameObject go = InspectorUtility.CreateGameObject(name);
- Undo.RegisterCreatedObjectUndo(go, "created pipeline");
- Undo.SetTransformParent(go.transform, vcam.transform, "parenting pipeline");
- Undo.AddComponent(go);
-
- // If copying, transfer the components
- if (copyFrom != null)
- {
- foreach (Component c in copyFrom)
- {
- Component copy = Undo.AddComponent(go, c.GetType());
- Undo.RecordObject(copy, "copying pipeline");
- ReflectionHelpers.CopyFields(c, copy);
- }
- }
- return go.transform;
- };
- CinemachineVirtualCamera.DestroyPipelineOverride = (GameObject pipeline) =>
- {
- Undo.DestroyObjectImmediate(pipeline);
- };
- }
- }
-
- void SetPipelineStage(CinemachineCore.Stage stage, Type type)
- {
- Undo.SetCurrentGroupName("Cinemachine pipeline change");
-
- // Get the existing components
- Transform owner = Target.GetComponentOwner();
-
- CinemachineComponentBase[] components = owner.GetComponents();
- if (components == null)
- components = new CinemachineComponentBase[0];
-
- // Find an appropriate insertion point
- int numComponents = components.Length;
- int insertPoint = 0;
- for (insertPoint = 0; insertPoint < numComponents; ++insertPoint)
- if (components[insertPoint].Stage >= stage)
- break;
-
- // Remove the existing components at that stage
- for (int i = numComponents - 1; i >= 0; --i)
- {
- if (components[i].Stage == stage)
- {
- Undo.DestroyObjectImmediate(components[i]);
- components[i] = null;
- --numComponents;
- if (i < insertPoint)
- --insertPoint;
- }
- }
-
- // Add the new stage
- if (type != null)
- {
- MonoBehaviour b = Undo.AddComponent(owner.gameObject, type) as MonoBehaviour;
- while (numComponents-- > insertPoint)
- UnityEditorInternal.ComponentUtility.MoveComponentDown(b);
- }
- }
-
- // This code dynamically discovers eligible classes and builds the menu
- // data for the various component pipeline stages.
- static void UpdateStaticData()
- {
- if (sStageData != null)
- return;
- sStageData = new StageData[Enum.GetValues(typeof(CinemachineCore.Stage)).Length];
-
- var stageTypes = new List[Enum.GetValues(typeof(CinemachineCore.Stage)).Length];
- for (int i = 0; i < stageTypes.Length; ++i)
- {
- sStageData[i].Name = ((CinemachineCore.Stage)i).ToString();
- stageTypes[i] = new List();
- }
-
- // Get all ICinemachineComponents
- var allTypes
- = ReflectionHelpers.GetTypesInAllDependentAssemblies(
- (Type t) => t.IsSubclassOf(typeof(CinemachineComponentBase)));
-
- // Create a temp game object so we can instance behaviours
- GameObject go = new GameObject("Cinemachine Temp Object");
- go.hideFlags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;
- foreach (Type t in allTypes)
- {
- MonoBehaviour b = go.AddComponent(t) as MonoBehaviour;
- CinemachineComponentBase c = b != null ? (CinemachineComponentBase)b : null;
- if (c != null)
- {
- CinemachineCore.Stage stage = c.Stage;
- stageTypes[(int)stage].Add(t);
- }
- }
- GameObject.DestroyImmediate(go);
-
- // Create the static lists
- for (int i = 0; i < stageTypes.Length; ++i)
- {
- stageTypes[i].Insert(0, null); // first item is "none"
- sStageData[i].types = stageTypes[i].ToArray();
- GUIContent[] names = new GUIContent[sStageData[i].types.Length];
- for (int n = 0; n < names.Length; ++n)
- {
- if (n == 0)
- {
- bool useSimple
- = (i == (int)CinemachineCore.Stage.Aim)
- || (i == (int)CinemachineCore.Stage.Body);
- names[n] = new GUIContent((useSimple) ? "Do nothing" : "none");
- }
- else
- names[n] = new GUIContent(InspectorUtility.NicifyClassName(sStageData[i].types[n].Name));
- }
- sStageData[i].PopupOptions = names;
- }
- }
-
- void UpdateInstanceData()
- {
- // Invalidate the target's cache - this is to support Undo
- Target.InvalidateComponentPipeline();
- UpdateComponentEditors();
- UpdateStageState(m_components);
- }
-
- // This code dynamically builds editors for the pipeline components.
- // Expansion state is cached statically to preserve foldout state.
- void UpdateComponentEditors()
- {
- CinemachineComponentBase[] components = Target.GetComponentPipeline();
- int numComponents = components != null ? components.Length : 0;
- if (m_components == null || m_components.Length != numComponents)
- m_components = new CinemachineComponentBase[numComponents];
- bool dirty = (numComponents == 0);
- for (int i = 0; i < numComponents; ++i)
- {
- if (components[i] != m_components[i])
- {
- dirty = true;
- m_components[i] = components[i];
- }
- }
- if (dirty)
- {
- // Destroy the subeditors
- if (m_componentEditors != null)
- foreach (UnityEditor.Editor e in m_componentEditors)
- if (e != null)
- UnityEngine.Object.DestroyImmediate(e);
-
- // Create new editors
- m_componentEditors = new UnityEditor.Editor[numComponents];
- for (int i = 0; i < numComponents; ++i)
- {
- MonoBehaviour b = components[i] as MonoBehaviour;
- if (b != null)
- CreateCachedEditor(b, null, ref m_componentEditors[i]);
- }
- }
- }
-
- void UpdateStageState(CinemachineComponentBase[] components)
- {
- m_stageState = new int[Enum.GetValues(typeof(CinemachineCore.Stage)).Length];
- m_stageError = new bool[Enum.GetValues(typeof(CinemachineCore.Stage)).Length];
- foreach (var c in components)
- {
- CinemachineCore.Stage stage = c.Stage;
- int index = 0;
- for (index = sStageData[(int)stage].types.Length - 1; index > 0; --index)
- if (sStageData[(int)stage].types[index] == c.GetType())
- break;
- m_stageState[(int)stage] = index;
- m_stageError[(int)stage] = !c.IsValid;
- }
- }
-
- // Because the cinemachine components are attached to hidden objects, their
- // gizmos don't get drawn by default. We have to do it explicitly.
- [InitializeOnLoad]
- static class CollectGizmoDrawers
- {
- static CollectGizmoDrawers()
- {
- m_GizmoDrawers = new Dictionary();
- string definedIn = typeof(CinemachineComponentBase).Assembly.GetName().Name;
- Assembly[] assemblies = AppDomain.CurrentDomain.GetAssemblies();
- foreach (Assembly assembly in assemblies)
- {
- // Note that we have to call GetName().Name. Just GetName() will not work.
- if ((!assembly.GlobalAssemblyCache)
- && ((assembly.GetName().Name == definedIn)
- || assembly.GetReferencedAssemblies().Any(a => a.Name == definedIn)))
- {
- try
- {
- foreach (var type in assembly.GetTypes())
- {
- try
- {
- bool added = false;
- foreach (var method in type.GetMethods(
- BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static))
- {
- if (added)
- break;
- if (!method.IsStatic)
- continue;
- var attributes = method.GetCustomAttributes(typeof(DrawGizmo), true) as DrawGizmo[];
- foreach (var a in attributes)
- {
- if (typeof(CinemachineComponentBase).IsAssignableFrom(a.drawnType))
- {
- m_GizmoDrawers.Add(a.drawnType, method);
- added = true;
- break;
- }
- }
- }
- }
- catch (System.Exception) {} // Just skip uncooperative types
- }
- }
- catch (System.Exception) {} // Just skip uncooperative assemblies
- }
- }
- }
- public static Dictionary m_GizmoDrawers;
- }
-
- [DrawGizmo(GizmoType.Active | GizmoType.InSelectionHierarchy, typeof(CinemachineVirtualCamera))]
- internal static void DrawVirtualCameraGizmos(CinemachineVirtualCamera vcam, GizmoType selectionType)
- {
- var pipeline = vcam.GetComponentPipeline();
- foreach (var c in pipeline)
- {
- MethodInfo method;
- if (CollectGizmoDrawers.m_GizmoDrawers.TryGetValue(c.GetType(), out method))
- {
- if (method != null)
- method.Invoke(null, new object[] { c, selectionType });
- }
- }
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineVirtualCameraEditor.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineVirtualCameraEditor.cs.meta
deleted file mode 100644
index 14d6e1904..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Editors/CinemachineVirtualCameraEditor.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: a63f9f2267c36684e855add13ad5499f
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/EventHelpers/CinemachineTriggerActionEditor.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/EventHelpers/CinemachineTriggerActionEditor.cs
deleted file mode 100644
index 2bf171bdc..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/EventHelpers/CinemachineTriggerActionEditor.cs
+++ /dev/null
@@ -1,153 +0,0 @@
-using UnityEngine;
-using UnityEditor;
-using System.Collections.Generic;
-using UnityEngine.Playables;
-
-namespace Cinemachine.Editor
-{
- [CustomEditor(typeof(CinemachineTriggerAction))]
- internal class CinemachineTriggerActionEditor : BaseEditor
- {
- const int vSpace = 2;
- CinemachineTriggerAction.ActionSettings def
- = new CinemachineTriggerAction.ActionSettings(); // to access name strings
-
- static bool mEnterExpanded;
- static bool mExitExpanded;
-
- SerializedProperty[] mRepeatProperties = new SerializedProperty[2];
- GUIContent mRepeatLabel;
- GUIContent[] mRepeatSubLabels = new GUIContent[2];
-
- GUIStyle mFoldoutStyle;
-
- private void OnEnable()
- {
- mRepeatProperties[0] = FindProperty(x => x.m_SkipFirst);
- mRepeatProperties[1] = FindProperty(x => x.m_Repeating);
- mRepeatLabel = new GUIContent(
- mRepeatProperties[0].displayName, mRepeatProperties[0].tooltip);
- mRepeatSubLabels[0] = GUIContent.none;
- mRepeatSubLabels[1] = new GUIContent(
- mRepeatProperties[1].displayName, mRepeatProperties[1].tooltip);
- }
-
- protected override List GetExcludedPropertiesInInspector()
- {
- List excluded = base.GetExcludedPropertiesInInspector();
- excluded.Add(FieldPath(x => x.m_SkipFirst));
- excluded.Add(FieldPath(x => x.m_Repeating));
- excluded.Add(FieldPath(x => x.m_OnObjectEnter));
- excluded.Add(FieldPath(x => x.m_OnObjectExit));
- return excluded;
- }
-
- public override void OnInspectorGUI()
- {
- BeginInspector();
- DrawRemainingPropertiesInInspector();
- InspectorUtility.MultiPropertyOnLine(
- EditorGUILayout.GetControlRect(), mRepeatLabel,
- mRepeatProperties, mRepeatSubLabels);
- EditorGUILayout.Space();
- mEnterExpanded = DrawActionSettings(FindProperty(x => x.m_OnObjectEnter), mEnterExpanded);
- mExitExpanded = DrawActionSettings(FindProperty(x => x.m_OnObjectExit), mExitExpanded);
- }
-
- bool DrawActionSettings(SerializedProperty property, bool expanded)
- {
- if (mFoldoutStyle == null)
- mFoldoutStyle = new GUIStyle(EditorStyles.foldout) { fontStyle = FontStyle.Bold };
-
- Rect r = EditorGUILayout.GetControlRect();
- expanded = EditorGUI.Foldout(r, expanded, property.displayName, true, mFoldoutStyle);
- if (expanded)
- {
- SerializedProperty actionProp = property.FindPropertyRelative(() => def.m_Action);
- EditorGUILayout.PropertyField(actionProp);
-
- SerializedProperty targetProp = property.FindPropertyRelative(() => def.m_Target);
- bool isCustom = (actionProp.intValue == (int)CinemachineTriggerAction.ActionSettings.Mode.Custom);
- if (!isCustom)
- EditorGUILayout.PropertyField(targetProp);
-
- bool isBoost = actionProp.intValue == (int)CinemachineTriggerAction.ActionSettings.Mode.PriorityBoost;
- if (isBoost)
- EditorGUILayout.PropertyField(property.FindPropertyRelative(() => def.m_BoostAmount));
-
- bool isPlay = actionProp.intValue == (int)CinemachineTriggerAction.ActionSettings.Mode.Play;
- if (isPlay)
- {
- SerializedProperty[] props = new SerializedProperty[2]
- {
- property.FindPropertyRelative(() => def.m_StartTime),
- property.FindPropertyRelative(() => def.m_Mode)
- };
- GUIContent[] sublabels = new GUIContent[2]
- {
- GUIContent.none, new GUIContent("s", props[1].tooltip)
- };
- InspectorUtility.MultiPropertyOnLine(
- EditorGUILayout.GetControlRect(), null, props, sublabels);
- }
-
- if (actionProp.intValue == (int)CinemachineTriggerAction.ActionSettings.Mode.Custom)
- {
- EditorGUILayout.HelpBox("Use the Event() list below to call custom methods", MessageType.Info);
- }
-
- if (isBoost)
- {
- if (GetTargetComponent(targetProp.objectReferenceValue) == null)
- EditorGUILayout.HelpBox("Target must be a CinemachineVirtualCameraBase in order to boost priority", MessageType.Warning);
- }
-
- bool isEnableDisable = (actionProp.intValue == (int)CinemachineTriggerAction.ActionSettings.Mode.Enable
- || actionProp.intValue == (int)CinemachineTriggerAction.ActionSettings.Mode.Disable);
- if (isEnableDisable)
- {
- var value = targetProp.objectReferenceValue;
- if (value != null && (value as Behaviour) == null)
- EditorGUILayout.HelpBox("Target must be a Behaviour in order to Enable/Disable", MessageType.Warning);
- }
-
- bool isPlayStop = isPlay
- || actionProp.intValue == (int)CinemachineTriggerAction.ActionSettings.Mode.Stop;
- if (isPlayStop)
- {
- if (GetTargetComponent(targetProp.objectReferenceValue) == null
- && GetTargetComponent(targetProp.objectReferenceValue) == null)
- {
- EditorGUILayout.HelpBox("Target must have a PlayableDirector or Animator in order to Play/Stop", MessageType.Warning);
- }
- }
-
- if (!isCustom && targetProp.objectReferenceValue == null)
- EditorGUILayout.HelpBox("No action will be taken because target is not valid", MessageType.Info);
-
- EditorGUILayout.Space();
- EditorGUILayout.LabelField("This event will be invoked. Add calls to custom methods here:");
- EditorGUILayout.PropertyField(property.FindPropertyRelative(() => def.m_Event));
- }
- property.serializedObject.ApplyModifiedProperties();
- return expanded;
- }
-
- T GetTargetComponent(UnityEngine.Object obj) where T : Behaviour
- {
- UnityEngine.Object currentTarget = obj;
- if (currentTarget != null)
- {
- GameObject targetGameObject = currentTarget as GameObject;
- Behaviour targetBehaviour = currentTarget as Behaviour;
- if (targetBehaviour != null)
- targetGameObject = targetBehaviour.gameObject;
- if (targetBehaviour is T)
- return targetBehaviour as T;
- if (targetGameObject != null)
- return targetGameObject.GetComponent();
- }
- return null;
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/EventHelpers/CinemachineTriggerActionEditor.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/EventHelpers/CinemachineTriggerActionEditor.cs.meta
deleted file mode 100644
index 6d14b778a..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/EventHelpers/CinemachineTriggerActionEditor.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: c5d95ccadebafc84b8226853d987217d
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Experimental/CinemachineNewFreeLookEditor.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Experimental/CinemachineNewFreeLookEditor.cs
deleted file mode 100644
index 5930387dd..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Experimental/CinemachineNewFreeLookEditor.cs
+++ /dev/null
@@ -1,307 +0,0 @@
-#if CINEMACHINE_EXPERIMENTAL_VCAM
-using UnityEngine;
-using UnityEditor;
-using Cinemachine.Editor;
-using System.Collections.Generic;
-using Cinemachine.Utility;
-
-namespace Cinemachine
-{
- [CustomEditor(typeof(CinemachineNewFreeLook))]
- sealed class CinemachineNewFreeLookEditor
- : CinemachineVirtualCameraBaseEditor
- {
- GUIContent[] mRigNames = new GUIContent[]
- { new GUIContent("Top Rig"), new GUIContent("Bottom Rig") };
-
- GUIContent[] mOrbitNames = new GUIContent[]
- { new GUIContent("Top Rig"), new GUIContent("Main Rig"), new GUIContent("Bottom Rig") };
-
- GUIContent mAllLensLabel = new GUIContent(
- "Customize", "Custom settings for this rig. If unchecked, main rig settins will be used");
-
- VcamPipelineStageSubeditorSet mPipelineSet = new VcamPipelineStageSubeditorSet();
-
- protected override List GetExcludedPropertiesInInspector()
- {
- List excluded = base.GetExcludedPropertiesInInspector();
- excluded.Add(FieldPath(x => x.m_Rigs)); // can't use HideInInspector for this
- excluded.Add(FieldPath(x => x.m_Orbits));
- excluded.Add(FieldPath(x => x.m_SplineCurvature));
- return excluded;
- }
-
- protected override void OnEnable()
- {
- base.OnEnable();
- mPipelineSet.CreateSubeditors(this);
- }
-
- protected override void OnDisable()
- {
- mPipelineSet.Shutdown();
- base.OnDisable();
- }
-
- public override void OnInspectorGUI()
- {
- // Ordinary properties
- BeginInspector();
- DrawHeaderInInspector();
- DrawPropertyInInspector(FindProperty(x => x.m_Priority));
- DrawTargetsInInspector(FindProperty(x => x.m_Follow), FindProperty(x => x.m_LookAt));
- DrawRemainingPropertiesInInspector();
-
- // Orbits
- EditorGUILayout.Space();
- EditorGUILayout.LabelField("Orbits", EditorStyles.boldLabel);
- SerializedProperty orbits = FindProperty(x => x.m_Orbits);
- EditorGUI.BeginChangeCheck();
- for (int i = 0; i < 3; ++i)
- {
- var o = orbits.GetArrayElementAtIndex(i);
- Rect rect = EditorGUILayout.GetControlRect(true);
- InspectorUtility.MultiPropertyOnLine(
- rect, mOrbitNames[i],
- new [] { o.FindPropertyRelative(() => Target.m_Orbits[i].m_Height),
- o.FindPropertyRelative(() => Target.m_Orbits[i].m_Radius) },
- null);
- }
- EditorGUILayout.PropertyField(FindProperty(x => x.m_SplineCurvature));
- if (EditorGUI.EndChangeCheck())
- serializedObject.ApplyModifiedProperties();
-
- // Pipeline Stages
- EditorGUILayout.Space();
- EditorGUILayout.LabelField("Main Rig", EditorStyles.boldLabel);
- var components = Target.ComponentCache;
- for (int i = 0; i < mPipelineSet.m_subeditors.Length; ++i)
- {
- var ed = mPipelineSet.m_subeditors[i];
- if (ed == null)
- continue;
- if (!ed.HasImplementation)
- continue;
- if ((CinemachineCore.Stage)i == CinemachineCore.Stage.Body)
- ed.TypeIsLocked = true;
- ed.OnInspectorGUI(components[i]); // may destroy component
- }
-
- // Rigs
- EditorGUILayout.Space();
- SerializedProperty rigs = FindProperty(x => x.m_Rigs);
- for (int i = 0; i < 2; ++i)
- {
- EditorGUILayout.Separator();
- DrawRigEditor(i, rigs.GetArrayElementAtIndex(i));
- }
-
- // Extensions
- DrawExtensionsWidgetInInspector();
- }
-
- Vector3 mPreviousPosition; // for position dragging
- private void OnSceneGUI()
- {
- if (!Target.UserIsDragging)
- mPreviousPosition = Target.transform.position;
- if (Selection.Contains(Target.gameObject) && Tools.current == Tool.Move
- && Event.current.type == EventType.MouseDrag)
- {
- // User might be dragging our position handle
- Target.UserIsDragging = true;
- Vector3 delta = Target.transform.position - mPreviousPosition;
- if (!delta.AlmostZero())
- {
- mPipelineSet.OnPositionDragged(delta);
- mPreviousPosition = Target.transform.position;
-
- // Adjust the rigs height and scale
- Transform follow = Target.Follow;
- if (follow != null)
- {
- Undo.RegisterCompleteObjectUndo(Target, "Camera drag");
- Vector3 up = Target.State.ReferenceUp;
- float heightDelta = Vector3.Dot(up, delta);
-
- Vector3 fwd = (Target.State.FinalPosition - follow.position).normalized;
- float oldRadius = Target.GetLocalPositionForCameraFromInput(
- Target.m_VerticalAxis.Value).magnitude;
- float newRadius = Mathf.Max(0.01f, oldRadius + Vector3.Dot(fwd, delta));
- for (int i = 0; i < 3; ++i)
- {
- Target.m_Orbits[i].m_Height += heightDelta;
- if (oldRadius > 0.001f)
- Target.m_Orbits[i].m_Radius *= newRadius / oldRadius;
- }
- }
- }
- }
- else if (GUIUtility.hotControl == 0 && Target.UserIsDragging)
- {
- // We're not dragging anything now, but we were
- UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
- Target.UserIsDragging = false;
- }
- }
-
- void DrawRigEditor(int rigIndex, SerializedProperty rig)
- {
- const float kBoxMargin = 3;
-
- CinemachineNewFreeLook.Rig def = new CinemachineNewFreeLook.Rig(); // for properties
- EditorGUILayout.BeginVertical(GUI.skin.box);
- EditorGUIUtility.labelWidth -= kBoxMargin;
- EditorGUILayout.LabelField(new GUIContent(mRigNames[rigIndex]), EditorStyles.boldLabel);
-
- ++EditorGUI.indentLevel;
- var components = Target.ComponentCache;
- if (DrawFoldoutPropertyWithEnabledCheckbox(
- rig.FindPropertyRelative(() => def.m_CustomLens),
- rig.FindPropertyRelative(() => def.m_Lens)))
- {
- Target.m_Rigs[rigIndex].m_Lens = Target.m_Lens;
- }
-
- int index = (int)CinemachineCore.Stage.Body;
- if (components[index] is CinemachineTransposer)
- {
- if (DrawFoldoutPropertyWithEnabledCheckbox(
- rig.FindPropertyRelative(() => def.m_CustomBody),
- rig.FindPropertyRelative(() => def.m_Body)))
- {
- Target.m_Rigs[rigIndex].m_Body.PullFrom(
- components[index] as CinemachineTransposer);
- }
- }
-
- index = (int)CinemachineCore.Stage.Aim;
- if (components[index] is CinemachineComposer)
- {
- if (DrawFoldoutPropertyWithEnabledCheckbox(
- rig.FindPropertyRelative(() => def.m_CustomAim),
- rig.FindPropertyRelative(() => def.m_Aim)))
- {
- Target.m_Rigs[rigIndex].m_Aim.PullFrom(
- components[index] as CinemachineComposer);
- }
- }
-
- index = (int)CinemachineCore.Stage.Noise;
- if (components[index] is CinemachineBasicMultiChannelPerlin)
- {
- if (DrawFoldoutPropertyWithEnabledCheckbox(
- rig.FindPropertyRelative(() => def.m_CustomNoise),
- rig.FindPropertyRelative(() => def.m_Noise)))
- {
- Target.m_Rigs[rigIndex].m_Noise.PullFrom(
- components[index] as CinemachineBasicMultiChannelPerlin);
- }
- }
- --EditorGUI.indentLevel;
- EditorGUILayout.EndVertical();
- EditorGUIUtility.labelWidth += kBoxMargin;
- }
-
- // Returns true if default value should be applied
- bool DrawFoldoutPropertyWithEnabledCheckbox(
- SerializedProperty enabledProperty, SerializedProperty property)
- {
- GUIContent label = new GUIContent(property.displayName, property.tooltip);
- Rect rect = EditorGUILayout.GetControlRect(true,
- (enabledProperty.boolValue && property.isExpanded)
- ? EditorGUI.GetPropertyHeight(property)
- : EditorGUIUtility.singleLineHeight);
- Rect r = rect; r.height = EditorGUIUtility.singleLineHeight;
- if (!enabledProperty.boolValue)
- EditorGUI.LabelField(r, label);
-
- float labelWidth = EditorGUIUtility.labelWidth;
- bool newValue = EditorGUI.ToggleLeft(
- new Rect(labelWidth, r.y, r.width - labelWidth, r.height),
- mAllLensLabel, enabledProperty.boolValue);
- if (newValue != enabledProperty.boolValue)
- {
- enabledProperty.boolValue = newValue;
- enabledProperty.serializedObject.ApplyModifiedProperties();
- property.isExpanded = newValue;
- return true;
- }
- if (newValue == true)
- {
- EditorGUI.BeginChangeCheck();
- EditorGUI.PropertyField(rect, property, property.isExpanded);
- if (EditorGUI.EndChangeCheck())
- enabledProperty.serializedObject.ApplyModifiedProperties();
- }
- return false;
- }
-
- [DrawGizmo(GizmoType.Active | GizmoType.Selected, typeof(CinemachineNewFreeLook))]
- private static void DrawFreeLookGizmos(CinemachineNewFreeLook vcam, GizmoType selectionType)
- {
- // Standard frustum and logo
- CinemachineBrainEditor.DrawVirtualCameraBaseGizmos(vcam, selectionType);
-
- Color originalGizmoColour = Gizmos.color;
- bool isActiveVirtualCam = CinemachineCore.Instance.IsLive(vcam);
- Gizmos.color = isActiveVirtualCam
- ? CinemachineSettings.CinemachineCoreSettings.ActiveGizmoColour
- : CinemachineSettings.CinemachineCoreSettings.InactiveGizmoColour;
-
- if (vcam.Follow != null)
- {
- Vector3 pos = vcam.Follow.position;
- Vector3 up = Vector3.up;
- CinemachineBrain brain = CinemachineCore.Instance.FindPotentialTargetBrain(vcam);
- if (brain != null)
- up = brain.DefaultWorldUp;
-
- var middleRig = vcam.GetComponent();
- if (middleRig != null)
- {
- float scale = vcam.m_RadialAxis.Value;
- Quaternion orient = middleRig.GetReferenceOrientation(up);
- up = orient * Vector3.up;
- var orbital = middleRig as CinemachineOrbitalTransposer;
- if (orbital != null)
- {
- float rotation = orbital.m_XAxis.Value + orbital.m_Heading.m_Bias;
- orient = Quaternion.AngleAxis(rotation, up) * orient;
- }
- CinemachineOrbitalTransposerEditor.DrawCircleAtPointWithRadius(
- pos + up * vcam.m_Orbits[0].m_Height * scale,
- orient, vcam.m_Orbits[0].m_Radius * scale);
- CinemachineOrbitalTransposerEditor.DrawCircleAtPointWithRadius(
- pos + up * vcam.m_Orbits[1].m_Height * scale,
- orient, vcam.m_Orbits[1].m_Radius * scale);
- CinemachineOrbitalTransposerEditor.DrawCircleAtPointWithRadius(
- pos + up * vcam.m_Orbits[2].m_Height * scale,
- orient, vcam.m_Orbits[2].m_Radius * scale);
-
- DrawCameraPath(pos, orient, vcam);
- }
- }
- Gizmos.color = originalGizmoColour;
- }
-
- private static void DrawCameraPath(
- Vector3 atPos, Quaternion orient, CinemachineNewFreeLook vcam)
- {
- Matrix4x4 prevMatrix = Gizmos.matrix;
- Gizmos.matrix = Matrix4x4.TRS(atPos, orient, Vector3.one);
-
- const int kNumSteps = 20;
- Vector3 currPos = vcam.GetLocalPositionForCameraFromInput(0f);
- for (int i = 1; i < kNumSteps + 1; ++i)
- {
- float t = (float)i / (float)kNumSteps;
- Vector3 nextPos = vcam.GetLocalPositionForCameraFromInput(t);
- Gizmos.DrawLine(currPos, nextPos);
- currPos = nextPos;
- }
- Gizmos.matrix = prevMatrix;
- }
- }
-}
-#endif
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Experimental/CinemachineNewFreeLookEditor.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Experimental/CinemachineNewFreeLookEditor.cs.meta
deleted file mode 100644
index 9551fe7dc..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Experimental/CinemachineNewFreeLookEditor.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 933e2b6843fbbbc4c8cabeead6fc1fae
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Experimental/CinemachineNewVirtualCameraEditor.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Experimental/CinemachineNewVirtualCameraEditor.cs
deleted file mode 100644
index d98739bfb..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Experimental/CinemachineNewVirtualCameraEditor.cs
+++ /dev/null
@@ -1,78 +0,0 @@
-#if CINEMACHINE_EXPERIMENTAL_VCAM
-using UnityEngine;
-using UnityEditor;
-using Cinemachine.Editor;
-using Cinemachine.Utility;
-
-namespace Cinemachine
-{
- [CustomEditor(typeof(CinemachineNewVirtualCamera))]
- sealed class CinemachineNewVirtualCameraEditor
- : CinemachineVirtualCameraBaseEditor
- {
- VcamPipelineStageSubeditorSet mPipelineSet = new VcamPipelineStageSubeditorSet();
-
- protected override void OnEnable()
- {
- base.OnEnable();
- mPipelineSet.CreateSubeditors(this);
- }
-
- protected override void OnDisable()
- {
- mPipelineSet.Shutdown();
- base.OnDisable();
- }
-
- public override void OnInspectorGUI()
- {
- // Ordinary properties
- BeginInspector();
- DrawHeaderInInspector();
- DrawPropertyInInspector(FindProperty(x => x.m_Priority));
- DrawTargetsInInspector(FindProperty(x => x.m_Follow), FindProperty(x => x.m_LookAt));
- DrawRemainingPropertiesInInspector();
-
- // Pipeline Stages
- var components = Target.ComponentCache;
- for (int i = 0; i < mPipelineSet.m_subeditors.Length; ++i)
- {
- var ed = mPipelineSet.m_subeditors[i];
- if (ed == null)
- continue;
- if (!ed.HasImplementation)
- continue;
- ed.OnInspectorGUI(components[i]); // may destroy component
- }
-
- // Extensions
- DrawExtensionsWidgetInInspector();
- }
-
- Vector3 mPreviousPosition; // for position dragging
- private void OnSceneGUI()
- {
- if (!Target.UserIsDragging)
- mPreviousPosition = Target.transform.position;
- if (Selection.Contains(Target.gameObject) && Tools.current == Tool.Move
- && Event.current.type == EventType.MouseDrag)
- {
- // User might be dragging our position handle
- Target.UserIsDragging = true;
- Vector3 delta = Target.transform.position - mPreviousPosition;
- if (!delta.AlmostZero())
- {
- mPipelineSet.OnPositionDragged(delta);
- mPreviousPosition = Target.transform.position;
- }
- }
- else if (GUIUtility.hotControl == 0 && Target.UserIsDragging)
- {
- // We're not dragging anything now, but we were
- UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
- Target.UserIsDragging = false;
- }
- }
- }
-}
-#endif
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Experimental/CinemachineNewVirtualCameraEditor.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Experimental/CinemachineNewVirtualCameraEditor.cs.meta
deleted file mode 100644
index 3849ef482..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Experimental/CinemachineNewVirtualCameraEditor.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 4692eb7a7fa5c53458eb32a04df6c6a0
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Experimental/VcamStageEditor.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Experimental/VcamStageEditor.cs
deleted file mode 100644
index cb624cbff..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Experimental/VcamStageEditor.cs
+++ /dev/null
@@ -1,314 +0,0 @@
-#if CINEMACHINE_EXPERIMENTAL_VCAM
-using UnityEngine;
-using UnityEditor;
-using System;
-using System.Collections.Generic;
-using Cinemachine.Utility;
-using System.Reflection;
-
-namespace Cinemachine.Editor
-{
- internal class VcamStageEditor
- {
- // Static state and caches - Call UpdateStaticData() to refresh this
- struct StageData
- {
- string ExpandedKey { get { return "Cinemachine_Vcam_Stage_Expanded_" + Name; } }
- public bool IsExpanded
- {
- get { return EditorPrefs.GetBool(ExpandedKey, false); }
- set { EditorPrefs.SetBool(ExpandedKey, value); }
- }
- public string Name;
- public Type[] types; // first entry is null
- public GUIContent[] PopupOptions;
- }
- static StageData[] sStageData = null;
-
- [InitializeOnLoad]
- class EditorInitialize
- {
- // This code dynamically discovers eligible classes and builds the menu
- // data for the various component pipeline stages.
- static EditorInitialize()
- {
- sStageData = new StageData[Enum.GetValues(typeof(CinemachineCore.Stage)).Length];
-
- var stageTypes = new List[Enum.GetValues(typeof(CinemachineCore.Stage)).Length];
- for (int i = 0; i < stageTypes.Length; ++i)
- {
- sStageData[i].Name = ((CinemachineCore.Stage)i).ToString();
- stageTypes[i] = new List();
- }
-
- // Get all ICinemachineComponents
- var allTypes
- = ReflectionHelpers.GetTypesInAllDependentAssemblies(
- (Type t) => t.IsSubclassOf(typeof(CinemachineComponentBase)));
-
- // GML todo: use class attribute instead
- // Create a temp game object so we can instance behaviours
- GameObject go = new GameObject("Cinemachine Temp Object");
- go.hideFlags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;
- foreach (Type t in allTypes)
- {
- MonoBehaviour b = go.AddComponent(t) as MonoBehaviour;
- CinemachineComponentBase c = b != null ? (CinemachineComponentBase)b : null;
- if (c != null)
- {
- CinemachineCore.Stage stage = c.Stage;
- stageTypes[(int)stage].Add(t);
- }
- }
- GameObject.DestroyImmediate(go);
-
- // Create the static lists
- for (int i = 0; i < stageTypes.Length; ++i)
- {
- stageTypes[i].Insert(0, null); // first item is "none"
- sStageData[i].types = stageTypes[i].ToArray();
- GUIContent[] names = new GUIContent[sStageData[i].types.Length];
- for (int n = 0; n < names.Length; ++n)
- {
- if (n == 0)
- {
- bool useSimple
- = (i == (int)CinemachineCore.Stage.Aim)
- || (i == (int)CinemachineCore.Stage.Body);
- names[n] = new GUIContent((useSimple) ? "Do nothing" : "none");
- }
- else
- names[n] = new GUIContent(InspectorUtility.NicifyClassName(sStageData[i].types[n].Name));
- }
- sStageData[i].PopupOptions = names;
- }
- }
- }
-
- int mStageSelection = 0;
- bool mStageError = false;
- CinemachineCore.Stage mStage;
- CinemachineComponentBase mComponent;
- UnityEditor.Editor mComponentEditor;
-
- // Target game object
- public GameObject Target { get; private set; }
-
- // Call this from OnEnable()
- public VcamStageEditor(CinemachineCore.Stage stage, GameObject target)
- {
- mStage = stage;
- Target = target;
- }
-
- ~VcamStageEditor()
- {
- Shutdown();
- }
-
- // Call this from OnDisable()
- public void Shutdown()
- {
- if (mComponentEditor != null)
- UnityEngine.Object.DestroyImmediate(mComponentEditor);
- mComponentEditor = null;
- Target = null;
- mComponent = null;
- }
-
- // The current editor for the component (may be null)
- public UnityEditor.Editor ComponentEditor { get { return mComponentEditor; } }
-
- // Returns true if there are more than zero options for this pipeline stage
- public bool HasImplementation { get { return sStageData[(int)mStage].PopupOptions.Length > 1; } }
-
- // Can the component type be changed by the user?
- public bool TypeIsLocked { get; set; }
-
- // Call this from Editor's OnInspectorGUI - returns new component if user changes type
- public void OnInspectorGUI(CinemachineComponentBase component)
- {
- if (component != mComponent)
- {
- if (mComponentEditor != null)
- {
- mComponentEditor.ResetTarget();
- UnityEngine.Object.DestroyImmediate(mComponentEditor);
- }
- mComponentEditor = null;
- mComponent = component;
- }
- if (mComponent != null && mComponentEditor == null)
- UnityEditor.Editor.CreateCachedEditor(mComponent, null, ref mComponentEditor);
- mStageSelection = GetPopupIndexForComponent(mComponent);
- mStageError = mComponent == null ? false : !mComponent.IsValid;
- DrawComponentInspector();
- }
-
- private int GetPopupIndexForComponent(CinemachineComponentBase c)
- {
- if (c != null)
- {
- var types = sStageData[(int)mStage].types;
- for (int i = types.Length-1; i > 0; --i)
- if (c.GetType() == types[i])
- return i;
- }
- return 0; // none
- }
-
- private void DrawComponentInspector()
- {
- const float kBoxMargin = 4; // GML wtf get rid of this
- const float indentSize = 15; // GML wtf get rid of this
-
- int index = (int)mStage;
-
- EditorGUILayout.BeginVertical(GUI.skin.box);
- EditorGUIUtility.labelWidth -= kBoxMargin;
-
- Rect rect = EditorGUILayout.GetControlRect(true);
-
- // Don't use PrefixLabel() because it will link the enabled status of field and label
- GUIContent label = new GUIContent(InspectorUtility.NicifyClassName(mStage.ToString()));
- if (mStageError)
- label.image = EditorGUIUtility.IconContent("console.warnicon.sml").image;
- float labelWidth = EditorGUIUtility.labelWidth - EditorGUI.indentLevel * indentSize;
- Rect r = rect; r.width = labelWidth; r.x -= kBoxMargin;
- EditorGUI.LabelField(r, label);
-
- r = rect; r.width -= labelWidth; r.x += labelWidth;
- bool wasEnabled = GUI.enabled;
- if (TypeIsLocked)
- GUI.enabled = false;
- int newSelection = EditorGUI.Popup(r, mStageSelection, sStageData[index].PopupOptions);
- GUI.enabled = wasEnabled;
-
- Type type = sStageData[index].types[newSelection];
- if (newSelection != mStageSelection)
- {
- if (mComponent != null)
- {
- if (DestroyComponent != null)
- DestroyComponent(mComponent);
- }
- if (newSelection != 0)
- {
- sStageData[index].IsExpanded = true;
- if (SetComponent != null)
- SetComponent(type);
- }
- mComponent = null;
- GUIUtility.ExitGUI();
- return; // let the component editor be recreated
- }
-
- // Draw the embedded editor
- if (type != null)
- {
- r = new Rect(rect.x - kBoxMargin, rect.y, labelWidth, rect.height);
- sStageData[index].IsExpanded = EditorGUI.Foldout(
- r, sStageData[index].IsExpanded, GUIContent.none, true);
- if (sStageData[index].IsExpanded)
- {
- // Make the editor for that stage
- if (mComponentEditor != null)
- {
- ++EditorGUI.indentLevel;
- EditorGUILayout.Separator();
- mComponentEditor.OnInspectorGUI();
- EditorGUILayout.Separator();
- --EditorGUI.indentLevel;
- }
- }
- }
- EditorGUILayout.EndVertical();
- EditorGUIUtility.labelWidth += kBoxMargin;
- }
-
- public void OnPositionDragged(Vector3 delta)
- {
- if (mComponentEditor != null)
- {
- MethodInfo mi = mComponentEditor.GetType().GetMethod("OnVcamPositionDragged"
- , BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance);
- if (mi != null && mComponentEditor.target != null)
- {
- mi.Invoke(mComponentEditor, new object[] { delta } );
- }
- }
- }
-
- public delegate void DestroyComponentDelegate(CinemachineComponentBase component);
- public DestroyComponentDelegate DestroyComponent;
-
- public delegate void SetComponentDelegate(Type type);
- public SetComponentDelegate SetComponent;
- }
-
- internal class VcamPipelineStageSubeditorSet
- {
- public VcamStageEditor[] m_subeditors;
-
- UnityEditor.Editor mParentEditor;
-
- public void CreateSubeditors(UnityEditor.Editor parentEditor)
- {
- mParentEditor = parentEditor;
- m_subeditors = new VcamStageEditor[(int)CinemachineCore.Stage.Finalize];
- CinemachineNewVirtualCamera owner = mParentEditor == null
- ? null : mParentEditor.target as CinemachineNewVirtualCamera;
- if (owner == null)
- return;
- for (CinemachineCore.Stage stage = CinemachineCore.Stage.Body;
- stage < CinemachineCore.Stage.Finalize; ++stage)
- {
- var ed = new VcamStageEditor(stage, owner.gameObject);
- m_subeditors[(int)stage] = ed;
- ed.SetComponent = (type)
- => {
- var vcam = mParentEditor.target as CinemachineNewVirtualCamera;
- if (vcam != null)
- {
- var c = Undo.AddComponent(vcam.gameObject, type);
- c.hideFlags |= HideFlags.HideInInspector;
- vcam.InvalidateComponentCache();
- }
- };
- ed.DestroyComponent = (component)
- => {
- var vcam = mParentEditor.target as CinemachineNewVirtualCamera;
- if (vcam != null)
- {
- Undo.DestroyObjectImmediate(component);
- vcam.InvalidateComponentCache();
- }
- };
- }
- }
-
- public void Shutdown()
- {
- if (m_subeditors != null)
- {
- for (int i = 0; i < m_subeditors.Length; ++i)
- {
- if (m_subeditors[i] != null)
- m_subeditors[i].Shutdown();
- m_subeditors[i] = null;
- }
- m_subeditors = null;
- }
- mParentEditor = null;
- }
-
- // Pass the dragged event down to the CM component editors
- public void OnPositionDragged(Vector3 delta)
- {
- foreach (var e in m_subeditors)
- if (e != null)
- e.OnPositionDragged(delta);
- }
- }
-}
-#endif
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Experimental/VcamStageEditor.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Experimental/VcamStageEditor.cs.meta
deleted file mode 100644
index 3ab9d5e03..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Experimental/VcamStageEditor.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 68194b7bb9ff1c6489c9c3c87c68c2a4
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse.meta
deleted file mode 100644
index 339d897e3..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: ac4cc060534a50747a448a00776ed888
-folderAsset: yes
-DefaultImporter:
- externalObjects: {}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineCollisionImpulseSourceEditor.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineCollisionImpulseSourceEditor.cs
deleted file mode 100644
index 86bcf75e4..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineCollisionImpulseSourceEditor.cs
+++ /dev/null
@@ -1,25 +0,0 @@
-using UnityEditor;
-using UnityEngine;
-
-namespace Cinemachine.Editor
-{
- [CustomEditor(typeof(CinemachineCollisionImpulseSource))]
- internal sealed class CinemachineCollisionImpulseSourceEditor
- : BaseEditor
- {
- public override void OnInspectorGUI()
- {
- BeginInspector();
-
- EditorGUILayout.Separator();
- var collider = Target.GetComponent();
- var collider2D = Target.GetComponent();
- if ((collider == null || !collider.enabled) && (collider2D == null || !collider2D.enabled))
- EditorGUILayout.HelpBox(
- "An active Collider or Collider2D component is required in order to detect collisions and generate Impulse events",
- MessageType.Warning);
-
- DrawRemainingPropertiesInInspector();
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineCollisionImpulseSourceEditor.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineCollisionImpulseSourceEditor.cs.meta
deleted file mode 100644
index 018848649..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineCollisionImpulseSourceEditor.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 9cd1a769fbb1d1c47b4c22a04a64fa5f
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineImpulseChannelPropertyDrawer.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineImpulseChannelPropertyDrawer.cs
deleted file mode 100644
index bde744ebf..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineImpulseChannelPropertyDrawer.cs
+++ /dev/null
@@ -1,49 +0,0 @@
-using UnityEngine;
-using UnityEditor;
-
-namespace Cinemachine.Editor
-{
- [CustomPropertyDrawer(typeof(CinemachineImpulseChannelPropertyAttribute))]
- internal sealed class CinemachineImpulseChannelPropertyDrawer : PropertyDrawer
- {
- const float hSpace = 2;
- GUIContent mAddLabel = new GUIContent("Edit...", "Add, remove, or rename channels");
- string[] mLayerList = null;
-
- void UpdateLayerList()
- {
- CinemachineImpulseChannels settings = CinemachineImpulseChannels.InstanceIfExists;
- int numLayers = 0;
- if (settings != null && settings.ImpulseChannels != null)
- numLayers = settings.ImpulseChannels.Length;
- numLayers = Mathf.Clamp(numLayers, 1, 31);
- if (mLayerList == null || mLayerList.Length != numLayers)
- mLayerList = new string[numLayers];
- for (int i = 0; i < numLayers; ++i)
- {
- mLayerList[i] = string.Format(
- "{0}: {1}", i,
- (settings == null || settings.ImpulseChannels.Length <= i)
- ? "default" : settings.ImpulseChannels[i]);
- }
- }
-
- public override void OnGUI(Rect rect, SerializedProperty property, GUIContent label)
- {
- UpdateLayerList();
- float addWidth = GUI.skin.button.CalcSize(mAddLabel).x;
- rect.width -= addWidth + hSpace;
- int value = EditorGUI.MaskField(rect, label, property.intValue, mLayerList);
- if (value != property.intValue)
- {
- property.intValue = value;
- property.serializedObject.ApplyModifiedProperties();
- }
-
- rect.x += rect.width + hSpace; rect.width = addWidth; rect.height -= 1;
- if (GUI.Button(rect, mAddLabel))
- if (CinemachineImpulseChannels.Instance != null)
- Selection.activeObject = CinemachineImpulseChannels.Instance;
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineImpulseChannelPropertyDrawer.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineImpulseChannelPropertyDrawer.cs.meta
deleted file mode 100644
index 05da5f3ba..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineImpulseChannelPropertyDrawer.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 0803634542916d8498caef53ed5604db
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineImpulseChannels.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineImpulseChannels.cs
deleted file mode 100644
index d2cbfd6a1..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineImpulseChannels.cs
+++ /dev/null
@@ -1,69 +0,0 @@
-using UnityEngine;
-using System;
-using UnityEditor;
-
-namespace Cinemachine.Editor
-{
- ///
- /// This class contains setting for the Impulse system. Specifically, it holds
- /// the Impulse Channel definitions. These work like Unity Layers, you can
- /// define and name them, and create masks to filter only the layers you want.
- ///
- [Serializable]
- public class CinemachineImpulseChannels : ScriptableObject
- {
- static CinemachineImpulseChannels sInstance = null;
- private static bool alreadySearched = false;
-
- /// Get the singleton instance of this object, or null if it doesn't exist
- public static CinemachineImpulseChannels InstanceIfExists
- {
- get
- {
- if (!alreadySearched)
- {
- alreadySearched = true;
- var guids = AssetDatabase.FindAssets("t:CinemachineImpulseChannels");
- for (int i = 0; i < guids.Length && sInstance == null; ++i)
- sInstance = AssetDatabase.LoadAssetAtPath(
- AssetDatabase.GUIDToAssetPath(guids[i]));
- }
- if (sInstance != null)
- sInstance.EnsureDefaultLayer();
- return sInstance;
- }
- }
-
- /// Get the singleton instance of this object. Creates asset if nonexistant
- public static CinemachineImpulseChannels Instance
- {
- get
- {
- if (InstanceIfExists == null)
- {
- string newAssetPath = EditorUtility.SaveFilePanelInProject(
- "Create Impulse Channel Definition asset", "CinemachineImpulseChannels", "asset",
- "This editor-only file will contain the Impulse channels for this project");
- if (!string.IsNullOrEmpty(newAssetPath))
- {
- sInstance = CreateInstance();
- AssetDatabase.CreateAsset(sInstance, newAssetPath);
- AssetDatabase.SaveAssets();
- AssetDatabase.Refresh();
- }
- }
- sInstance.EnsureDefaultLayer();
- return sInstance;
- }
- }
-
- // Make sure it has at least one layer in it
- void EnsureDefaultLayer()
- {
- if (ImpulseChannels == null || ImpulseChannels.Length == 0)
- ImpulseChannels = new string[] { "default" };
- }
-
- public string[] ImpulseChannels;
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineImpulseChannels.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineImpulseChannels.cs.meta
deleted file mode 100644
index 6eac49567..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineImpulseChannels.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: a1728508674789b4e8539a2ad08ebc3f
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineImpulseDefinitionPropertyDrawer.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineImpulseDefinitionPropertyDrawer.cs
deleted file mode 100644
index a389a8183..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineImpulseDefinitionPropertyDrawer.cs
+++ /dev/null
@@ -1,88 +0,0 @@
-using UnityEngine;
-using UnityEditor;
-using System.Collections.Generic;
-
-namespace Cinemachine.Editor
-{
- [CustomPropertyDrawer(typeof(CinemachineImpulseDefinitionPropertyAttribute))]
- internal sealed class CinemachineImpulseDefinitionPropertyDrawer : PropertyDrawer
- {
- const int vSpace = 2;
-
- float HeaderHeight { get { return EditorGUIUtility.singleLineHeight * 1.5f; } }
- float DrawHeader(Rect rect, string text)
- {
- float delta = HeaderHeight - EditorGUIUtility.singleLineHeight;
- rect.y += delta; rect.height -= delta;
- EditorGUI.LabelField(rect, new GUIContent(text), EditorStyles.boldLabel);
- return HeaderHeight;
- }
-
- string HeaderText(SerializedProperty property)
- {
- var attrs = property.serializedObject.targetObject.GetType()
- .GetCustomAttributes(typeof(HeaderAttribute), false);
- if (attrs != null && attrs.Length > 0)
- return ((HeaderAttribute)attrs[0]).header;
- return null;
- }
-
- List mHideProperties = new List();
-
- public override float GetPropertyHeight(SerializedProperty prop, GUIContent label)
- {
- CinemachineImpulseDefinition myClass = null; // to access name strings
- SignalSourceAsset asset = null;
- float height = 0;
- mHideProperties.Clear();
- string prefix = prop.name;
- prop.NextVisible(true); // Skip outer foldout
- do
- {
- if (!prop.propertyPath.StartsWith(prefix))
- break;
- string header = HeaderText(prop);
- if (header != null)
- height += HeaderHeight + vSpace;
-
- // Do we hide this property?
- bool hide = false;
- if (prop.name == SerializedPropertyHelper.PropertyName(() => myClass.m_RawSignal))
- asset = prop.objectReferenceValue as SignalSourceAsset;
- if (prop.name == SerializedPropertyHelper.PropertyName(() => myClass.m_RepeatMode))
- hide = asset == null || asset.SignalDuration <= 0;
- else if (prop.name == SerializedPropertyHelper.PropertyName(() => myClass.m_Randomize))
- hide = asset == null || asset.SignalDuration > 0;
-
- if (hide)
- mHideProperties.Add(prop.name);
- else
- height += EditorGUI.GetPropertyHeight(prop, false) + vSpace;
- } while (prop.NextVisible(prop.isExpanded));
- return height;
- }
-
- public override void OnGUI(Rect rect, SerializedProperty prop, GUIContent label)
- {
- string prefix = prop.name;
- prop.NextVisible(true); // Skip outer foldout
- do
- {
- if (!prop.propertyPath.StartsWith(prefix))
- break;
- string header = HeaderText(prop);
- if (header != null)
- {
- rect.height = HeaderHeight;
- DrawHeader(rect, header);
- rect.y += HeaderHeight + vSpace;
- }
- if (mHideProperties.Contains(prop.name))
- continue;
- rect.height = EditorGUI.GetPropertyHeight(prop, false);
- EditorGUI.PropertyField(rect, prop);
- rect.y += rect.height + vSpace;
- } while (prop.NextVisible(prop.isExpanded));
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineImpulseDefinitionPropertyDrawer.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineImpulseDefinitionPropertyDrawer.cs.meta
deleted file mode 100644
index 49a8fd22b..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineImpulseDefinitionPropertyDrawer.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: b1a97a2b5515f5d49977e7e8add5b7a9
-MonoImporter:
- externalObjects: {}
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- icon: {instanceID: 0}
- userData:
- assetBundleName:
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diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineImpulseEnvelopePropertyDrawer.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineImpulseEnvelopePropertyDrawer.cs
deleted file mode 100644
index b11287acf..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineImpulseEnvelopePropertyDrawer.cs
+++ /dev/null
@@ -1,97 +0,0 @@
-using UnityEngine;
-using UnityEditor;
-
-namespace Cinemachine.Editor
-{
- [CustomPropertyDrawer(typeof(CinemachineImpulseEnvelopePropertyAttribute))]
- internal sealed class CinemachineImpulseEnvelopePropertyDrawer : PropertyDrawer
- {
- const int vSpace = 2;
- static bool mExpanded = true;
-
- CinemachineImpulseManager.EnvelopeDefinition myClass
- = new CinemachineImpulseManager.EnvelopeDefinition(); // to access name strings
-
- public override void OnGUI(Rect rect, SerializedProperty property, GUIContent label)
- {
- float height = EditorGUIUtility.singleLineHeight;
- rect.height = height;
- mExpanded = EditorGUI.Foldout(rect, mExpanded, label, true);
- if (mExpanded)
- {
- const float indentAmount = 15;
- rect.width -= indentAmount; rect.x += indentAmount;
- float oldWidth = EditorGUIUtility.labelWidth;
- EditorGUIUtility.labelWidth -= indentAmount;
-
- rect.y += EditorGUIUtility.singleLineHeight + vSpace;
- DrawCurveTimeProperty(
- rect, new GUIContent("Attack", "The custom shape of the attack curve. Leave it blank for a default shape"),
- property.FindPropertyRelative(() => myClass.m_AttackShape),
- property.FindPropertyRelative(() => myClass.m_AttackTime));
-
- rect.y += EditorGUIUtility.singleLineHeight + vSpace;
-#if false // with "forever" button... dangerous because signal never goes away!
- var holdProp = property.FindPropertyRelative(() => myClass.m_SustainTime);
- InspectorUtility.MultiPropertyOnLine(
- rect, new GUIContent(holdProp.displayName, holdProp.tooltip),
- new SerializedProperty[] { holdProp, property.FindPropertyRelative(() => myClass.m_HoldForever) },
- new GUIContent[] { GUIContent.none, new GUIContent("forever") });
-#else
- EditorGUI.PropertyField(rect, property.FindPropertyRelative(() => myClass.m_SustainTime));
-#endif
- rect.y += EditorGUIUtility.singleLineHeight + vSpace;
- DrawCurveTimeProperty(
- rect, new GUIContent("Decay", "The custom shape of the decay curve. Leave it blank for a default shape"),
- property.FindPropertyRelative(() => myClass.m_DecayShape),
- property.FindPropertyRelative(() => myClass.m_DecayTime));
-
- rect.y += EditorGUIUtility.singleLineHeight + vSpace;
- EditorGUI.PropertyField(rect, property.FindPropertyRelative(() => myClass.m_ScaleWithImpact));
-
- EditorGUIUtility.labelWidth = oldWidth;
- }
- }
-
- void DrawCurveTimeProperty(
- Rect rect, GUIContent label,
- SerializedProperty curveProp, SerializedProperty timeProp)
- {
- float floatFieldWidth = EditorGUIUtility.singleLineHeight * 2.5f;
-
- GUIContent timeText = new GUIContent(" s", timeProp.tooltip);
- var textDimensions = GUI.skin.label.CalcSize(timeText);
-
- rect = EditorGUI.PrefixLabel(rect, label);
-
- rect.height = EditorGUIUtility.singleLineHeight;
- rect.width -= floatFieldWidth + textDimensions.x;
-
- Rect r = rect; r.height += 1; r.y -= 1;
- EditorGUI.BeginChangeCheck();
- EditorGUI.PropertyField(r, curveProp, GUIContent.none);
- if (EditorGUI.EndChangeCheck())
- {
- curveProp.animationCurveValue = InspectorUtility.NormalizeCurve(curveProp.animationCurveValue);
- if (curveProp.animationCurveValue.length < 1)
- curveProp.animationCurveValue = new AnimationCurve();
- curveProp.serializedObject.ApplyModifiedProperties();
- }
-
- float oldWidth = EditorGUIUtility.labelWidth;
- EditorGUIUtility.labelWidth = textDimensions.x;
- rect.x += rect.width; rect.width = floatFieldWidth + EditorGUIUtility.labelWidth;
- EditorGUI.PropertyField(rect, timeProp, timeText);
- timeProp.floatValue = Mathf.Max(timeProp.floatValue, 0);
- EditorGUIUtility.labelWidth = oldWidth;
- }
-
- public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
- {
- float height = EditorGUIUtility.singleLineHeight + vSpace;
- if (mExpanded)
- height *= 5;
- return height;
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineImpulseEnvelopePropertyDrawer.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineImpulseEnvelopePropertyDrawer.cs.meta
deleted file mode 100644
index 4597cef95..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineImpulseEnvelopePropertyDrawer.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: fdb859783dabdca44be0ea05d1203b30
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineImpulseListenerEditor.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineImpulseListenerEditor.cs
deleted file mode 100644
index 2f957bd8c..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineImpulseListenerEditor.cs
+++ /dev/null
@@ -1,18 +0,0 @@
-using UnityEditor;
-
-namespace Cinemachine.Editor
-{
- [CustomEditor(typeof(CinemachineImpulseListener))]
- internal sealed class CinemachineImpulseListenerEditor
- : BaseEditor
- {
- public override void OnInspectorGUI()
- {
- BeginInspector();
- EditorGUILayout.HelpBox(
- "The Impulse Listener will respond to signals broadcast by any CinemachineImpulseSource.",
- MessageType.Info);
- DrawRemainingPropertiesInInspector();
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineImpulseListenerEditor.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineImpulseListenerEditor.cs.meta
deleted file mode 100644
index c51c01538..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineImpulseListenerEditor.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: c63cb4cb8e3e82c4f8bfa7516da4f2b5
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineImpulseSourceEditor.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineImpulseSourceEditor.cs
deleted file mode 100644
index 4356d7ccf..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineImpulseSourceEditor.cs
+++ /dev/null
@@ -1,19 +0,0 @@
-using UnityEditor;
-
-namespace Cinemachine.Editor
-{
- [CustomEditor(typeof(CinemachineImpulseSource))]
- internal sealed class CinemachineImpulseSourceEditor
- : BaseEditor
- {
- public override void OnInspectorGUI()
- {
- BeginInspector();
- EditorGUILayout.Separator();
- EditorGUILayout.HelpBox(
- "First set up the Signal and Range, then connect your impulse-generating event to one of the GenerateImpulse API methods defined in this script.",
- MessageType.Info);
- DrawRemainingPropertiesInInspector();
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineImpulseSourceEditor.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineImpulseSourceEditor.cs.meta
deleted file mode 100644
index 16ebebef0..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Impulse/CinemachineImpulseSourceEditor.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: b56f2475416eeea4c916add2d7268ad1
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Menus.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Menus.meta
deleted file mode 100644
index 4c15ff3f8..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Menus.meta
+++ /dev/null
@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: d093acf2bada69e4bbbcf0a8b4534919
-folderAsset: yes
-timeCreated: 1489096338
-licenseType: Pro
-DefaultImporter:
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Menus/CinemachineMenu.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Menus/CinemachineMenu.cs
deleted file mode 100644
index 618221af6..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Menus/CinemachineMenu.cs
+++ /dev/null
@@ -1,280 +0,0 @@
-using UnityEngine;
-using UnityEditor;
-using System;
-using System.IO;
-
-namespace Cinemachine.Editor
-{
- internal static class CinemachineMenu
- {
- public const string kCinemachineRootMenu = "Assets/Create/Cinemachine/";
-
- [MenuItem(kCinemachineRootMenu + "BlenderSettings")]
- private static void CreateBlenderSettingAsset()
- {
- ScriptableObjectUtility.Create();
- }
-
- [MenuItem(kCinemachineRootMenu + "NoiseSettings")]
- private static void CreateNoiseSettingAsset()
- {
- ScriptableObjectUtility.Create();
- }
-
- [MenuItem(kCinemachineRootMenu + "Fixed Signal Definition")]
- private static void CreateFixedSignalDefinition()
- {
- ScriptableObjectUtility.Create();
- }
-
- [MenuItem("Cinemachine/Create Virtual Camera", false, 1)]
- public static CinemachineVirtualCamera CreateVirtualCamera()
- {
- return InternalCreateVirtualCamera(
- "CM vcam", true, typeof(CinemachineComposer), typeof(CinemachineTransposer));
- }
-
- [MenuItem("Cinemachine/Create FreeLook Camera", false, 1)]
- private static void CreateFreeLookCamera()
- {
- CreateCameraBrainIfAbsent();
- GameObject go = InspectorUtility.CreateGameObject(
- GenerateUniqueObjectName(typeof(CinemachineFreeLook), "CM FreeLook"),
- typeof(CinemachineFreeLook));
- if (SceneView.lastActiveSceneView != null)
- go.transform.position = SceneView.lastActiveSceneView.pivot;
- Selection.activeGameObject = go;
- }
-
- [MenuItem("Cinemachine/Create Blend List Camera", false, 1)]
- private static void CreateBlendListCamera()
- {
- CreateCameraBrainIfAbsent();
- GameObject go = InspectorUtility.CreateGameObject(
- GenerateUniqueObjectName(typeof(CinemachineBlendListCamera), "CM BlendListCamera"),
- typeof(CinemachineBlendListCamera));
- if (SceneView.lastActiveSceneView != null)
- go.transform.position = SceneView.lastActiveSceneView.pivot;
- Undo.RegisterCreatedObjectUndo(go, "create Blend List camera");
- var vcam = go.GetComponent();
- Selection.activeGameObject = go;
-
- // Give it a couple of children
- var child1 = CreateDefaultVirtualCamera();
- Undo.SetTransformParent(child1.transform, go.transform, "create BlendListCam child");
- var child2 = CreateDefaultVirtualCamera();
- child2.m_Lens.FieldOfView = 10;
- Undo.SetTransformParent(child2.transform, go.transform, "create BlendListCam child");
-
- // Set up initial instruction set
- vcam.m_Instructions = new CinemachineBlendListCamera.Instruction[2];
- vcam.m_Instructions[0].m_VirtualCamera = child1;
- vcam.m_Instructions[0].m_Hold = 1f;
- vcam.m_Instructions[1].m_VirtualCamera = child2;
- vcam.m_Instructions[1].m_Blend.m_Style = CinemachineBlendDefinition.Style.EaseInOut;
- vcam.m_Instructions[1].m_Blend.m_Time = 2f;
- }
-
- [MenuItem("Cinemachine/Create State-Driven Camera", false, 1)]
- private static void CreateStateDivenCamera()
- {
- CreateCameraBrainIfAbsent();
- GameObject go = InspectorUtility.CreateGameObject(
- GenerateUniqueObjectName(typeof(CinemachineStateDrivenCamera), "CM StateDrivenCamera"),
- typeof(CinemachineStateDrivenCamera));
- if (SceneView.lastActiveSceneView != null)
- go.transform.position = SceneView.lastActiveSceneView.pivot;
- Undo.RegisterCreatedObjectUndo(go, "create state driven camera");
- Selection.activeGameObject = go;
-
- // Give it a child
- Undo.SetTransformParent(CreateDefaultVirtualCamera().transform, go.transform, "create state driven camera");
- }
-
- [MenuItem("Cinemachine/Create ClearShot Camera", false, 1)]
- private static void CreateClearShotVirtualCamera()
- {
- CreateCameraBrainIfAbsent();
- GameObject go = InspectorUtility.CreateGameObject(
- GenerateUniqueObjectName(typeof(CinemachineClearShot), "CM ClearShot"),
- typeof(CinemachineClearShot));
- if (SceneView.lastActiveSceneView != null)
- go.transform.position = SceneView.lastActiveSceneView.pivot;
- Undo.RegisterCreatedObjectUndo(go, "create ClearShot camera");
- Selection.activeGameObject = go;
-
- // Give it a child
- var child = CreateDefaultVirtualCamera();
- Undo.SetTransformParent(child.transform, go.transform, "create ClearShot camera");
- var collider = Undo.AddComponent(child.gameObject);
- collider.m_AvoidObstacles = false;
- Undo.RecordObject(collider, "create ClearShot camera");
- }
-
- [MenuItem("Cinemachine/Create Dolly Camera with Track", false, 1)]
- private static void CreateDollyCameraWithPath()
- {
- CinemachineVirtualCamera vcam = InternalCreateVirtualCamera(
- "CM vcam", true, typeof(CinemachineComposer), typeof(CinemachineTrackedDolly));
- GameObject go = InspectorUtility.CreateGameObject(
- GenerateUniqueObjectName(typeof(CinemachineSmoothPath), "DollyTrack"),
- typeof(CinemachineSmoothPath));
- if (SceneView.lastActiveSceneView != null)
- go.transform.position = SceneView.lastActiveSceneView.pivot;
- Undo.RegisterCreatedObjectUndo(go, "create track");
- CinemachineSmoothPath path = go.GetComponent();
- var dolly = vcam.GetCinemachineComponent();
- Undo.RecordObject(dolly, "create track");
- dolly.m_Path = path;
- }
-
- [MenuItem("Cinemachine/Create Dolly Track with Cart", false, 1)]
- private static void CreateDollyTrackWithCart()
- {
- GameObject go = InspectorUtility.CreateGameObject(
- GenerateUniqueObjectName(typeof(CinemachineSmoothPath), "DollyTrack"),
- typeof(CinemachineSmoothPath));
- if (SceneView.lastActiveSceneView != null)
- go.transform.position = SceneView.lastActiveSceneView.pivot;
- Undo.RegisterCreatedObjectUndo(go, "create track");
- CinemachineSmoothPath path = go.GetComponent();
- Selection.activeGameObject = go;
-
- go = InspectorUtility.CreateGameObject(
- GenerateUniqueObjectName(typeof(CinemachineDollyCart), "DollyCart"),
- typeof(CinemachineDollyCart));
- if (SceneView.lastActiveSceneView != null)
- go.transform.position = SceneView.lastActiveSceneView.pivot;
- Undo.RegisterCreatedObjectUndo(go, "create cart");
- CinemachineDollyCart cart = go.GetComponent();
- Undo.RecordObject(cart, "create track");
- cart.m_Path = path;
- }
-
- [MenuItem("Cinemachine/Create Target Group Camera", false, 1)]
- private static void CreateTargetGroupCamera()
- {
- CinemachineVirtualCamera vcam = InternalCreateVirtualCamera(
- "CM vcam", true, typeof(CinemachineGroupComposer), typeof(CinemachineTransposer));
- GameObject go = InspectorUtility.CreateGameObject(
- GenerateUniqueObjectName(typeof(CinemachineTargetGroup), "TargetGroup"),
- typeof(CinemachineTargetGroup));
- if (SceneView.lastActiveSceneView != null)
- go.transform.position = SceneView.lastActiveSceneView.pivot;
- Undo.RegisterCreatedObjectUndo(go, "create target group");
- vcam.LookAt = go.transform;
- vcam.Follow = go.transform;
- }
-
- [MenuItem("Cinemachine/Create Mixing Camera", false, 1)]
- private static void CreateMixingCamera()
- {
- CreateCameraBrainIfAbsent();
- GameObject go = InspectorUtility.CreateGameObject(
- GenerateUniqueObjectName(typeof(CinemachineMixingCamera), "CM MixingCamera"),
- typeof(CinemachineMixingCamera));
- if (SceneView.lastActiveSceneView != null)
- go.transform.position = SceneView.lastActiveSceneView.pivot;
- Undo.RegisterCreatedObjectUndo(go, "create MixingCamera camera");
- Selection.activeGameObject = go;
-
- // Give it a couple of children
- Undo.SetTransformParent(CreateDefaultVirtualCamera().transform, go.transform, "create MixedCamera child");
- Undo.SetTransformParent(CreateDefaultVirtualCamera().transform, go.transform, "create MixingCamera child");
- }
-
- [MenuItem("Cinemachine/Create 2D Camera", false, 1)]
- private static void Create2DCamera()
- {
- InternalCreateVirtualCamera("CM vcam", true, typeof(CinemachineFramingTransposer));
- }
-
- [MenuItem("Cinemachine/Import Example Asset Package")]
- private static void ImportExamplePackage()
- {
- string pkgFile = ScriptableObjectUtility.CinemachineInstallPath
- + "/Extras~/CinemachineExamples.unitypackage";
- if (!File.Exists(pkgFile))
- Debug.LogError("Missing file " + pkgFile);
- else
- AssetDatabase.ImportPackage(pkgFile, true);
- }
-
- ///
- /// Create a default Virtual Camera, with standard components
- ///
- public static CinemachineVirtualCamera CreateDefaultVirtualCamera()
- {
- return InternalCreateVirtualCamera(
- "CM vcam", false, typeof(CinemachineComposer), typeof(CinemachineTransposer));
- }
-
- ///
- /// Create a Virtual Camera, with components
- ///
- static CinemachineVirtualCamera InternalCreateVirtualCamera(
- string name, bool selectIt, params Type[] components)
- {
- // Create a new virtual camera
- CreateCameraBrainIfAbsent();
- GameObject go = InspectorUtility.CreateGameObject(
- GenerateUniqueObjectName(typeof(CinemachineVirtualCamera), name),
- typeof(CinemachineVirtualCamera));
- if (SceneView.lastActiveSceneView != null)
- go.transform.position = SceneView.lastActiveSceneView.pivot;
- Undo.RegisterCreatedObjectUndo(go, "create " + name);
- CinemachineVirtualCamera vcam = go.GetComponent();
- GameObject componentOwner = vcam.GetComponentOwner().gameObject;
- foreach (Type t in components)
- Undo.AddComponent(componentOwner, t);
- vcam.InvalidateComponentPipeline();
- if (selectIt)
- Selection.activeObject = go;
- return vcam;
- }
-
- ///
- /// If there is no CinemachineBrain in the scene, try to create one on the main camera
- ///
- public static void CreateCameraBrainIfAbsent()
- {
- CinemachineBrain[] brains = UnityEngine.Object.FindObjectsOfType(
- typeof(CinemachineBrain)) as CinemachineBrain[];
- if (brains == null || brains.Length == 0)
- {
- Camera cam = Camera.main;
- if (cam == null)
- {
- Camera[] cams = UnityEngine.Object.FindObjectsOfType(
- typeof(Camera)) as Camera[];
- if (cams != null && cams.Length > 0)
- cam = cams[0];
- }
- if (cam != null)
- {
- Undo.AddComponent(cam.gameObject);
- }
- }
- }
-
- ///
- /// Generate a unique name with the given prefix by adding a suffix to it
- ///
- public static string GenerateUniqueObjectName(Type type, string prefix)
- {
- int count = 0;
- UnityEngine.Object[] all = Resources.FindObjectsOfTypeAll(type);
- foreach (UnityEngine.Object o in all)
- {
- if (o != null && o.name.StartsWith(prefix))
- {
- string suffix = o.name.Substring(prefix.Length);
- int i;
- if (Int32.TryParse(suffix, out i) && i > count)
- count = i;
- }
- }
- return prefix + (count + 1);
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Menus/CinemachineMenu.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Menus/CinemachineMenu.cs.meta
deleted file mode 100644
index f961a2e86..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Menus/CinemachineMenu.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 54b24e51e2a9fa242b38d80ee11f3b2d
-timeCreated: 1481654955
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PostProcessing/CinemachinePostProcessingEditor.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PostProcessing/CinemachinePostProcessingEditor.cs
deleted file mode 100644
index 8a4c119dd..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PostProcessing/CinemachinePostProcessingEditor.cs
+++ /dev/null
@@ -1,218 +0,0 @@
-#if CINEMACHINE_POST_PROCESSING_V2
-
-using UnityEngine;
-using UnityEditor;
-using UnityEngine.Rendering.PostProcessing;
-using UnityEditor.Rendering.PostProcessing;
-
-namespace Cinemachine.PostFX.Editor
-{
- [CustomEditor(typeof(CinemachinePostProcessing))]
- public sealed class CinemachinePostProcessingEditor
- : Cinemachine.Editor.BaseEditor
- {
- SerializedProperty m_Profile;
- SerializedProperty m_FocusTracksTarget;
- SerializedProperty m_FocusOffset;
-
- EffectListEditor m_EffectList;
- GUIContent m_ProfileLabel;
-
- void OnEnable()
- {
- Texture textue = Resources.Load("PostProcessLayer") as Texture;
- m_ProfileLabel = new GUIContent("Profile", textue, "A reference to a profile asset");
-
- m_FocusTracksTarget = FindProperty(x => x.m_FocusTracksTarget);
- m_FocusOffset = FindProperty(x => x.m_FocusOffset);
- m_Profile = FindProperty(x => x.m_Profile);
-
- m_EffectList = new EffectListEditor(this);
- RefreshEffectListEditor(Target.m_Profile);
- }
-
- void OnDisable()
- {
- if (m_EffectList != null)
- m_EffectList.Clear();
- }
-
- void RefreshEffectListEditor(PostProcessProfile asset)
- {
- if (m_EffectList == null)
- m_EffectList = new EffectListEditor(this);
- m_EffectList.Clear();
- if (asset != null)
- m_EffectList.Init(asset, new SerializedObject(asset));
- }
-
- public override void OnInspectorGUI()
- {
- serializedObject.Update();
-
- if (m_FocusTracksTarget.boolValue)
- {
- bool valid = false;
- DepthOfField dof;
- if (Target.m_Profile != null && Target.m_Profile.TryGetSettings(out dof))
- valid = dof.enabled && dof.active && dof.focusDistance.overrideState;
- if (!valid)
- EditorGUILayout.HelpBox(
- "Focus Tracking requires an active DepthOfField/FocusDistance effect in the profile",
- MessageType.Warning);
- else
- {
- if (!Target.VirtualCamera.State.HasLookAt)
- EditorGUILayout.HelpBox(
- "Focus Offset is relative to the Camera position",
- MessageType.Info);
- else
- EditorGUILayout.HelpBox(
- "Focus Offset is relative to the Target position",
- MessageType.Info);
- }
- }
-
- var rect = GUILayoutUtility.GetRect(1, EditorGUIUtility.singleLineHeight); rect.y += 2;
- float checkboxWidth = rect.height + 5;
- rect = EditorGUI.PrefixLabel(rect, new GUIContent(m_FocusTracksTarget.displayName));
- EditorGUI.PropertyField(new Rect(rect.x, rect.y, checkboxWidth, rect.height), m_FocusTracksTarget, GUIContent.none);
- rect.x += checkboxWidth; rect.width -= checkboxWidth;
- if (m_FocusTracksTarget.boolValue)
- {
- GUIContent offsetText = new GUIContent("Offset ");
- var textDimensions = GUI.skin.label.CalcSize(offsetText);
- float oldWidth = EditorGUIUtility.labelWidth;
- EditorGUIUtility.labelWidth = textDimensions.x;
- EditorGUI.PropertyField(rect, m_FocusOffset, offsetText);
- EditorGUIUtility.labelWidth = oldWidth;
- }
-
- DrawProfileInspectorGUI();
- Target.InvalidateCachedProfile();
-
- serializedObject.ApplyModifiedProperties();
- }
-
- void DrawProfileInspectorGUI()
- {
- EditorGUILayout.Space();
-
- bool assetHasChanged = false;
- bool showCopy = m_Profile.objectReferenceValue != null;
-
- // The layout system sort of break alignement when mixing inspector fields with custom
- // layouted fields, do the layout manually instead
- int buttonWidth = showCopy ? 45 : 60;
- float indentOffset = EditorGUI.indentLevel * 15f;
- var lineRect = GUILayoutUtility.GetRect(1, EditorGUIUtility.singleLineHeight);
- var labelRect = new Rect(lineRect.x, lineRect.y, EditorGUIUtility.labelWidth - indentOffset, lineRect.height);
- var fieldRect = new Rect(labelRect.xMax, lineRect.y, lineRect.width - labelRect.width - buttonWidth * (showCopy ? 2 : 1), lineRect.height);
- var buttonNewRect = new Rect(fieldRect.xMax, lineRect.y, buttonWidth, lineRect.height);
- var buttonCopyRect = new Rect(buttonNewRect.xMax, lineRect.y, buttonWidth, lineRect.height);
-
- EditorGUI.PrefixLabel(labelRect, m_ProfileLabel);
-
- using (var scope = new EditorGUI.ChangeCheckScope())
- {
- m_Profile.objectReferenceValue
- = (PostProcessProfile)EditorGUI.ObjectField(
- fieldRect, m_Profile.objectReferenceValue, typeof(PostProcessProfile), false);
- assetHasChanged = scope.changed;
- }
-
- if (GUI.Button(
- buttonNewRect,
- EditorUtilities.GetContent("New|Create a new profile."),
- showCopy ? EditorStyles.miniButtonLeft : EditorStyles.miniButton))
- {
- // By default, try to put assets in a folder next to the currently active
- // scene file. If the user isn't a scene, put them in root instead.
- var targetName = Target.name;
- var scene = Target.gameObject.scene;
- var asset = CreatePostProcessProfile(scene, targetName);
- m_Profile.objectReferenceValue = asset;
- assetHasChanged = true;
- }
-
- if (showCopy && GUI.Button(
- buttonCopyRect,
- EditorUtilities.GetContent("Clone|Create a new profile and copy the content of the currently assigned profile."),
- EditorStyles.miniButtonRight))
- {
- // Duplicate the currently assigned profile and save it as a new profile
- var origin = (PostProcessProfile)m_Profile.objectReferenceValue;
- var path = AssetDatabase.GetAssetPath(origin);
- path = AssetDatabase.GenerateUniqueAssetPath(path);
-
- var asset = Instantiate(origin);
- asset.settings.Clear();
- AssetDatabase.CreateAsset(asset, path);
-
- foreach (var item in origin.settings)
- {
- var itemCopy = Instantiate(item);
- itemCopy.hideFlags = HideFlags.HideInInspector | HideFlags.HideInHierarchy;
- itemCopy.name = item.name;
- asset.settings.Add(itemCopy);
- AssetDatabase.AddObjectToAsset(itemCopy, asset);
- }
-
- AssetDatabase.SaveAssets();
- AssetDatabase.Refresh();
-
- m_Profile.objectReferenceValue = asset;
- assetHasChanged = true;
- }
-
- if (m_Profile.objectReferenceValue == null)
- {
- if (assetHasChanged && m_EffectList != null)
- m_EffectList.Clear(); // Asset wasn't null before, do some cleanup
-
- EditorGUILayout.HelpBox(
- "Assign an existing Post-process Profile by choosing an asset, or create a new one by clicking the \"New\" button.\nNew assets are automatically put in a folder next to your scene file. If your scene hasn't been saved yet they will be created at the root of the Assets folder.",
- MessageType.Info);
- }
- else
- {
- if (assetHasChanged)
- RefreshEffectListEditor((PostProcessProfile)m_Profile.objectReferenceValue);
- if (m_EffectList != null)
- m_EffectList.OnGUI();
- }
- }
-
- // Copied from UnityEditor.Rendering.PostProcessing.ProfileFactory.CreatePostProcessProfile() because it's internal
- static PostProcessProfile CreatePostProcessProfile(UnityEngine.SceneManagement.Scene scene, string targetName)
- {
- var path = string.Empty;
-
- if (string.IsNullOrEmpty(scene.path))
- {
- path = "Assets/";
- }
- else
- {
- var scenePath = System.IO.Path.GetDirectoryName(scene.path);
- var extPath = scene.name + "_Profiles";
- var profilePath = scenePath + "/" + extPath;
-
- if (!AssetDatabase.IsValidFolder(profilePath))
- AssetDatabase.CreateFolder(scenePath, extPath);
-
- path = profilePath + "/";
- }
-
- path += targetName + " Profile.asset";
- path = AssetDatabase.GenerateUniqueAssetPath(path);
-
- var profile = ScriptableObject.CreateInstance();
- AssetDatabase.CreateAsset(profile, path);
- AssetDatabase.SaveAssets();
- AssetDatabase.Refresh();
- return profile;
- }
- }
-}
-#endif
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PostProcessing/CinemachinePostProcessingEditor.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PostProcessing/CinemachinePostProcessingEditor.cs.meta
deleted file mode 100644
index 2aa22f8df..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PostProcessing/CinemachinePostProcessingEditor.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: dec69862942cc9744ade63216979cafd
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PostProcessing/Resources.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PostProcessing/Resources.meta
deleted file mode 100644
index cd1db410c..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PostProcessing/Resources.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 9624eb95bd1e31744a52461501b39e66
-folderAsset: yes
-DefaultImporter:
- externalObjects: {}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PostProcessing/Resources/PostProcessLayer.png b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PostProcessing/Resources/PostProcessLayer.png
deleted file mode 100644
index c0a61de77..000000000
Binary files a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PostProcessing/Resources/PostProcessLayer.png and /dev/null differ
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers.meta
deleted file mode 100644
index 9fc4f1f08..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers.meta
+++ /dev/null
@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: 31c3ab7d86d07034eb528155d40c016b
-folderAsset: yes
-timeCreated: 1489096338
-licenseType: Pro
-DefaultImporter:
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/AxisStatePropertyDrawer.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/AxisStatePropertyDrawer.cs
deleted file mode 100644
index 26e802e2d..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/AxisStatePropertyDrawer.cs
+++ /dev/null
@@ -1,110 +0,0 @@
-using UnityEngine;
-using UnityEditor;
-using System.Reflection;
-
-namespace Cinemachine.Editor
-{
- [CustomPropertyDrawer(typeof(AxisStatePropertyAttribute))]
- internal sealed class AxisStatePropertyDrawer : PropertyDrawer
- {
- const int vSpace = 2;
- bool mExpanded = true;
- AxisState def = new AxisState(); // to access name strings
-
- public override void OnGUI(Rect rect, SerializedProperty property, GUIContent label)
- {
- float height = EditorGUIUtility.singleLineHeight;
- rect.height = height;
- mExpanded = EditorGUI.Foldout(rect, mExpanded, label, true);
- if (mExpanded)
- {
- ++EditorGUI.indentLevel;
-
- rect.y += height + vSpace;
- EditorGUI.PropertyField(rect, property.FindPropertyRelative(() => def.Value));
-
- if (!ValueRangeIsLocked(property))
- {
- rect.y += height + vSpace;
- InspectorUtility.MultiPropertyOnLine(rect, new GUIContent("Value Range"),
- new [] { property.FindPropertyRelative(() => def.m_MinValue),
- property.FindPropertyRelative(() => def.m_MaxValue),
- property.FindPropertyRelative(() => def.m_Wrap) },
- new [] { GUIContent.none, new GUIContent("to "), null });
- }
-
- rect.y += height + vSpace;
- EditorGUI.PropertyField(rect, property.FindPropertyRelative(() => def.m_MaxSpeed));
-
- rect.y += height + vSpace;
- InspectorUtility.MultiPropertyOnLine(
- rect, null,
- new [] { property.FindPropertyRelative(() => def.m_AccelTime),
- property.FindPropertyRelative(() => def.m_DecelTime)},
- new [] { GUIContent.none, null });
-
- if (HasRecentering(property))
- {
- var rDef = new AxisState.Recentering();
- var recentering = property.FindPropertyRelative(() => def.m_Recentering);
- rect.y += height + vSpace;
- InspectorUtility.MultiPropertyOnLine(
- rect, new GUIContent(recentering.displayName, recentering.tooltip),
- new [] {
- recentering.FindPropertyRelative(() => rDef.m_enabled),
- recentering.FindPropertyRelative(() => rDef.m_WaitTime),
- recentering.FindPropertyRelative(() => rDef.m_RecenteringTime)},
- new [] { new GUIContent(""),
- new GUIContent("Wait"),
- new GUIContent("Time")} );
- }
-
- rect.y += height + vSpace;
- EditorGUI.PropertyField(rect, property.FindPropertyRelative(() => def.m_InputAxisName));
-
- rect.y += height + vSpace;
- InspectorUtility.MultiPropertyOnLine(rect, null,
- new [] { property.FindPropertyRelative(() => def.m_InputAxisValue),
- property.FindPropertyRelative(() => def.m_InvertInput) },
- new [] { GUIContent.none, new GUIContent("Invert") });
-
- --EditorGUI.indentLevel;
- }
- }
-
- public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
- {
- float height = EditorGUIUtility.singleLineHeight + vSpace;
- if (mExpanded)
- {
- int lines = 6;
- if (!ValueRangeIsLocked(property))
- ++lines;
- if (HasRecentering(property))
- ++lines;
- height *= lines;
- }
- return height - vSpace;
- }
-
- bool ValueRangeIsLocked(SerializedProperty property)
- {
- bool value = false;
- PropertyInfo pi = typeof(AxisState).GetProperty(
- "ValueRangeLocked", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
- if (pi != null)
- value = bool.Equals(true, pi.GetValue(SerializedPropertyHelper.GetPropertyValue(property), null));
- return value;
- }
-
- bool HasRecentering(SerializedProperty property)
- {
- bool value = false;
- PropertyInfo pi = typeof(AxisState).GetProperty(
- "HasRecentering", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
- if (pi != null)
- value = bool.Equals(true, pi.GetValue(SerializedPropertyHelper.GetPropertyValue(property), null));
- return value;
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/AxisStatePropertyDrawer.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/AxisStatePropertyDrawer.cs.meta
deleted file mode 100644
index 61211e0d2..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/AxisStatePropertyDrawer.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 70f1be76e10cd9f44ad1a86b9e05745e
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/CinemachineBlendDefinitionPropertyDrawer.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/CinemachineBlendDefinitionPropertyDrawer.cs
deleted file mode 100644
index 18ffffa9e..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/CinemachineBlendDefinitionPropertyDrawer.cs
+++ /dev/null
@@ -1,54 +0,0 @@
-using UnityEngine;
-using UnityEditor;
-
-namespace Cinemachine.Editor
-{
- [CustomPropertyDrawer(typeof(CinemachineBlendDefinitionPropertyAttribute))]
- internal sealed class CinemachineBlendDefinitionPropertyDrawer : PropertyDrawer
- {
- CinemachineBlendDefinition myClass = new CinemachineBlendDefinition(); // to access name strings
- public override void OnGUI(Rect rect, SerializedProperty property, GUIContent label)
- {
- float vSpace = 0;
- float floatFieldWidth = EditorGUIUtility.singleLineHeight * 2.5f;
-
- SerializedProperty timeProp = property.FindPropertyRelative(() => myClass.m_Time);
- GUIContent timeText = new GUIContent(" s", timeProp.tooltip);
- var textDimensions = GUI.skin.label.CalcSize(timeText);
-
- rect = EditorGUI.PrefixLabel(rect, label);
-
- rect.y += vSpace; rect.height = EditorGUIUtility.singleLineHeight;
- rect.width -= floatFieldWidth + textDimensions.x;
-
- SerializedProperty styleProp = property.FindPropertyRelative(() => myClass.m_Style);
- if (styleProp.enumValueIndex != (int)CinemachineBlendDefinition.Style.Custom)
- EditorGUI.PropertyField(rect, styleProp, GUIContent.none);
- else
- {
- SerializedProperty curveProp = property.FindPropertyRelative(() => myClass.m_CustomCurve);
- Rect r = rect;
- r.width -= rect.height;
- r.height -= 1;
- EditorGUI.BeginChangeCheck();
- EditorGUI.PropertyField(r, curveProp, GUIContent.none);
- if (EditorGUI.EndChangeCheck())
- {
- curveProp.animationCurveValue = InspectorUtility.NormalizeCurve(curveProp.animationCurveValue);
- curveProp.serializedObject.ApplyModifiedProperties();
- }
- r.x += r.width; r.width = r.height; ++r.height;
- EditorGUI.PropertyField(r, styleProp, GUIContent.none);
- }
- if (styleProp.intValue != (int)CinemachineBlendDefinition.Style.Cut)
- {
- float oldWidth = EditorGUIUtility.labelWidth;
- EditorGUIUtility.labelWidth = textDimensions.x;
- rect.x += rect.width; rect.width = floatFieldWidth + EditorGUIUtility.labelWidth;
- EditorGUI.PropertyField(rect, timeProp, timeText);
- timeProp.floatValue = Mathf.Max(timeProp.floatValue, 0);
- EditorGUIUtility.labelWidth = oldWidth;
- }
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/CinemachineBlendDefinitionPropertyDrawer.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/CinemachineBlendDefinitionPropertyDrawer.cs.meta
deleted file mode 100644
index 8fd01b69d..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/CinemachineBlendDefinitionPropertyDrawer.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 4a9c464b0191f7d4da1d129d97d8240b
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/CinemachineTagFieldPropertyDrawer.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/CinemachineTagFieldPropertyDrawer.cs
deleted file mode 100644
index 3d896c272..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/CinemachineTagFieldPropertyDrawer.cs
+++ /dev/null
@@ -1,29 +0,0 @@
-using UnityEngine;
-using UnityEditor;
-
-namespace Cinemachine.Editor
-{
- [CustomPropertyDrawer(typeof(TagFieldAttribute))]
- internal sealed class CinemachineTagFieldPropertyDrawer : PropertyDrawer
- {
- const float hSpace = 2;
- GUIContent clearText = new GUIContent("Clear", "Set the tag to empty");
-
- public override void OnGUI(Rect rect, SerializedProperty property, GUIContent label)
- {
- var textDimensions = GUI.skin.button.CalcSize(clearText);
-
- rect.width -= textDimensions.x + hSpace;
- string oldValue = property.stringValue;
- string newValue = EditorGUI.TagField(rect, label, oldValue);
-
- rect.x += rect.width + hSpace; rect.width = textDimensions.x; rect.height -=1;
- GUI.enabled = oldValue.Length > 0;
- if (GUI.Button(rect, clearText))
- newValue = string.Empty;
- GUI.enabled = true;
- if (oldValue != newValue)
- property.stringValue = newValue;
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/CinemachineTagFieldPropertyDrawer.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/CinemachineTagFieldPropertyDrawer.cs.meta
deleted file mode 100644
index 07c81b256..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/CinemachineTagFieldPropertyDrawer.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: ed3efd28525441947b55ec9b5d68ba31
-timeCreated: 1510677929
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/EmbeddedAssetPropertyDrawer.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/EmbeddedAssetPropertyDrawer.cs
deleted file mode 100644
index f973bbd6d..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/EmbeddedAssetPropertyDrawer.cs
+++ /dev/null
@@ -1,278 +0,0 @@
-using UnityEngine;
-using UnityEditor;
-using System;
-using Cinemachine.Utility;
-using System.Linq;
-using System.Collections.Generic;
-
-namespace Cinemachine.Editor
-{
- [CustomPropertyDrawer(typeof(CinemachineEmbeddedAssetPropertyAttribute))]
- internal sealed class EmbeddedAssetPropertyDrawer : PropertyDrawer
- {
- const float vSpace = 2;
- const float kIndentAmount = 15;
- const float kBoxMargin = 3;
- float HelpBoxHeight { get { return EditorGUIUtility.singleLineHeight * 2.5f; } }
- bool mExpanded = false;
-
- bool WarnIfNull
- {
- get
- {
- var attr = attribute as CinemachineEmbeddedAssetPropertyAttribute;
- return attr == null ? false : attr.WarnIfNull;
- }
- }
-
- float HeaderHeight { get { return EditorGUIUtility.singleLineHeight * 1.5f; } }
- float DrawHeader(Rect rect, string text)
- {
- float delta = HeaderHeight - EditorGUIUtility.singleLineHeight;
- rect.y += delta; rect.height -= delta;
- EditorGUI.LabelField(rect, new GUIContent(text), EditorStyles.boldLabel);
- return HeaderHeight;
- }
-
- string HeaderText(SerializedProperty property)
- {
- var attrs = property.serializedObject.targetObject.GetType()
- .GetCustomAttributes(typeof(HeaderAttribute), false);
- if (attrs != null && attrs.Length > 0)
- return ((HeaderAttribute)attrs[0]).header;
- return null;
- }
-
- bool AssetHasCustomEditor(SerializedProperty property)
- {
- ScriptableObject asset = property.objectReferenceValue as ScriptableObject;
- if (asset != null)
- return ActiveEditorTracker.HasCustomEditor(asset);
- return false;
- }
-
- public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
- {
- bool hasCustomEditor = AssetHasCustomEditor(property);
- float height = base.GetPropertyHeight(property, label);
- height += + 2 * (kBoxMargin + vSpace);
- if (mExpanded && !hasCustomEditor)
- {
- height += HelpBoxHeight + kBoxMargin;
- ScriptableObject asset = property.objectReferenceValue as ScriptableObject;
- if (asset != null)
- {
- SerializedObject so = new SerializedObject(asset);
- var prop = so.GetIterator();
- prop.NextVisible(true);
- do
- {
- if (prop.name == "m_Script")
- continue;
- string header = HeaderText(prop);
- if (header != null)
- height += HeaderHeight + vSpace;
- height += EditorGUI.GetPropertyHeight(prop, false) + vSpace;
- }
- while (prop.NextVisible(prop.isExpanded));
- height += kBoxMargin;
- }
- }
- return height;
- }
-
- public override void OnGUI(Rect rect, SerializedProperty property, GUIContent label)
- {
- bool hasCustomEditor = AssetHasCustomEditor(property);
- rect.y += vSpace; rect.height -= 2 * vSpace;
- GUI.Box(rect, GUIContent.none, GUI.skin.box);
- rect.y += kBoxMargin;
-
- rect.height = EditorGUIUtility.singleLineHeight;
- EditorGUIUtility.labelWidth -= kBoxMargin;
- AssetFieldWithCreateButton(
- new Rect(rect.x + kBoxMargin, rect.y, rect.width - 2 * kBoxMargin, rect.height),
- property, WarnIfNull,
- property.serializedObject.targetObject.name + " " + label.text);
-
- ScriptableObject asset = property.objectReferenceValue as ScriptableObject;
- if (asset != null && !hasCustomEditor)
- {
- mExpanded = EditorGUI.Foldout(rect, mExpanded, GUIContent.none, true);
- if (mExpanded)
- {
- rect.y += rect.height + kBoxMargin + vSpace;
- rect.x += kIndentAmount + kBoxMargin;
- rect.width -= kIndentAmount + 2 * kBoxMargin;
- EditorGUIUtility.labelWidth -= kIndentAmount;
-
- EditorGUI.HelpBox(
- new Rect(rect.x, rect.y, rect.width, HelpBoxHeight),
- "This is a shared asset.\n"
- + "Changes made here will apply to all users of this asset",
- MessageType.Info);
-
- rect.y += HelpBoxHeight + kBoxMargin;
- SerializedObject so = new SerializedObject(property.objectReferenceValue);
- var prop = so.GetIterator();
- prop.NextVisible(true);
-
- var indent = EditorGUI.indentLevel;
- do
- {
- if (prop.name == "m_Script")
- continue;
- string header = HeaderText(prop);
- if (header != null)
- {
- DrawHeader(rect, header);
- rect.y += HeaderHeight + vSpace;
- rect.height -= HeaderHeight + vSpace;
- }
- rect.height = EditorGUI.GetPropertyHeight(prop, false);
- EditorGUI.indentLevel = indent + prop.depth;
- EditorGUI.PropertyField(rect, prop);
- rect.y += rect.height + vSpace;
- } while (prop.NextVisible(prop.isExpanded));
-
- if (GUI.changed)
- so.ApplyModifiedProperties();
- }
- EditorGUIUtility.labelWidth += kIndentAmount;
- }
- EditorGUIUtility.labelWidth += kBoxMargin;
- }
-
- Type EmbeddedAssetType(SerializedProperty property)
- {
- Type type = property.serializedObject.targetObject.GetType();
- var a = property.propertyPath.Split('.');
- for (int i = 0; i < a.Length; ++i)
- type = type.GetField(a[i],
- System.Reflection.BindingFlags.Public
- | System.Reflection.BindingFlags.NonPublic
- | System.Reflection.BindingFlags.Instance).FieldType;
- return type;
- }
-
- Type[] mAssetTypes = null;
- List mAssetPresets;
- GUIContent[] mAssetPresetNames;
-
- void RebuildPresetList()
- {
- if (mAssetPresets != null && mAssetPresetNames != null)
- return;
-
- mAssetPresets = new List();
-#if UNITY_2018_1_OR_NEWER
- if (mAssetTypes != null)
- {
- for (int i = 0; i < mAssetTypes.Length; ++i)
- InspectorUtility.AddAssetsFromPackageSubDirectory(
- mAssetTypes[i], mAssetPresets, "Presets/Noise");
- }
-#endif
- List presetNameList = new List();
- foreach (var n in mAssetPresets)
- presetNameList.Add(new GUIContent("Presets/" + n.name));
- mAssetPresetNames = presetNameList.ToArray();
- }
-
- void AssetFieldWithCreateButton(
- Rect r, SerializedProperty property, bool warnIfNull, string defaultName)
- {
- // Collect all the eligible asset types
- Type type = EmbeddedAssetType(property);
- if (mAssetTypes == null)
- mAssetTypes = ReflectionHelpers.GetTypesInAllDependentAssemblies(
- (Type t) => t.IsSubclassOf(type)).ToArray();
-
- float iconSize = r.height + 4;
- r.width -= iconSize;
-
- GUIContent label = new GUIContent(property.displayName, property.tooltip);
- if (warnIfNull && property.objectReferenceValue == null)
- label.image = EditorGUIUtility.IconContent("console.warnicon.sml").image;
- EditorGUI.PropertyField(r, property, label);
-
- r.x += r.width; r.width = iconSize; r.height = iconSize;
- if (GUI.Button(r, EditorGUIUtility.IconContent("_Popup"), GUI.skin.label))
- {
- GenericMenu menu = new GenericMenu();
- if (property.objectReferenceValue != null)
- {
- menu.AddItem(new GUIContent("Edit"), false, ()
- => Selection.activeObject = property.objectReferenceValue);
- menu.AddItem(new GUIContent("Clone"), false, () =>
- {
- ScriptableObject copyFrom = property.objectReferenceValue as ScriptableObject;
- if (copyFrom != null)
- {
- string title = "Create New " + copyFrom.GetType().Name + " asset";
- ScriptableObject asset = CreateAsset(
- copyFrom.GetType(), copyFrom, defaultName, title);
- if (asset != null)
- {
- property.objectReferenceValue = asset;
- property.serializedObject.ApplyModifiedProperties();
- }
- }
- });
- menu.AddItem(new GUIContent("Locate"), false, ()
- => EditorGUIUtility.PingObject(property.objectReferenceValue));
- }
-
- RebuildPresetList();
- int i = 0;
- foreach (var a in mAssetPresets)
- {
- menu.AddItem(mAssetPresetNames[i++], false, () =>
- {
- property.objectReferenceValue = a;
- property.serializedObject.ApplyModifiedProperties();
- });
- }
-
- foreach (var t in mAssetTypes)
- {
- menu.AddItem(new GUIContent("New " + InspectorUtility.NicifyClassName(t.Name)), false, () =>
- {
- string title = "Create New " + t.Name + " asset";
- ScriptableObject asset = CreateAsset(t, null, defaultName, title);
- if (asset != null)
- {
- property.objectReferenceValue = asset;
- property.serializedObject.ApplyModifiedProperties();
- }
- });
- }
- menu.ShowAsContext();
- }
- }
-
- ScriptableObject CreateAsset(
- Type assetType, ScriptableObject copyFrom, string defaultName, string dialogTitle)
- {
- ScriptableObject asset = null;
- string path = EditorUtility.SaveFilePanelInProject(
- dialogTitle, defaultName, "asset", string.Empty);
- if (!string.IsNullOrEmpty(path))
- {
- if (copyFrom != null)
- {
- string fromPath = AssetDatabase.GetAssetPath(copyFrom);
- if (AssetDatabase.CopyAsset(fromPath, path))
- asset = AssetDatabase.LoadAssetAtPath(path, assetType) as ScriptableObject;
- }
- else
- {
- asset = ScriptableObjectUtility.CreateAt(assetType, path);
- }
- AssetDatabase.SaveAssets();
- AssetDatabase.Refresh();
- }
- return asset;
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/EmbeddedAssetPropertyDrawer.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/EmbeddedAssetPropertyDrawer.cs.meta
deleted file mode 100644
index d436a2c2d..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/EmbeddedAssetPropertyDrawer.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 57baee20e53f7b54782519af44a9468f
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/LensSettingsPropertyDrawer.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/LensSettingsPropertyDrawer.cs
deleted file mode 100644
index dfca03884..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/LensSettingsPropertyDrawer.cs
+++ /dev/null
@@ -1,175 +0,0 @@
-using UnityEngine;
-using UnityEditor;
-using System.Reflection;
-using System.Collections.Generic;
-using Cinemachine.Utility;
-using System;
-
-namespace Cinemachine.Editor
-{
- [CustomPropertyDrawer(typeof(LensSettingsPropertyAttribute))]
- internal sealed class LensSettingsPropertyDrawer : PropertyDrawer
- {
- const int vSpace = 2;
- LensSettings def = new LensSettings(); // to access name strings
- GUIContent FocalLengthLabel = new GUIContent("Focal Length", "The length of the lens (in mm)");
-
- public override void OnGUI(Rect rect, SerializedProperty property, GUIContent label)
- {
- float height = EditorGUIUtility.singleLineHeight;
- rect.height = height;
- property.isExpanded = EditorGUI.Foldout(
- new Rect(rect.x, rect.y, EditorGUIUtility.labelWidth, rect.height),
- property.isExpanded, label, true);
- if (property.isExpanded)
- {
- ++EditorGUI.indentLevel;
- rect.y += height + vSpace;
- if (IsOrtho)
- EditorGUI.PropertyField(rect, property.FindPropertyRelative(() => def.OrthographicSize));
- else
- {
- if (IsPhysical)
- DrawFocalLengthControl(rect, property);
- else
- DrawFOVControl(rect, property);
- }
- rect.y += height + vSpace;
- EditorGUI.PropertyField(rect, property.FindPropertyRelative(() => def.NearClipPlane));
- rect.y += height + vSpace;
- EditorGUI.PropertyField(rect, property.FindPropertyRelative(() => def.FarClipPlane));
- if (IsPhysical)
- {
- rect.y += height + vSpace;
- EditorGUI.PropertyField(rect, property.FindPropertyRelative(() => def.LensShift));
- }
- rect.y += height + vSpace;
- EditorGUI.PropertyField(rect, property.FindPropertyRelative(() => def.Dutch));
- --EditorGUI.indentLevel;
- }
- }
-
- static float ExtraSpaceHackWTF() { return EditorGUIUtility.singleLineHeight - 2; }
-
- void DrawFOVControl(Rect rect, SerializedProperty property)
- {
- var FOVProperty = property.FindPropertyRelative(() => def.FieldOfView);
- float dropdownWidth = (rect.width - EditorGUIUtility.labelWidth) / 3;
- rect.width -= dropdownWidth;
- EditorGUI.PropertyField(rect, FOVProperty);
- rect.x += rect.width; rect.width = dropdownWidth;
-
- CinemachineLensPresets presets = CinemachineLensPresets.InstanceIfExists;
- int preset = (presets == null) ? -1 : presets.GetMatchingPreset(FOVProperty.floatValue);
- rect.x -= ExtraSpaceHackWTF(); rect.width += ExtraSpaceHackWTF();
- int selection = EditorGUI.Popup(rect, GUIContent.none, preset, m_PresetOptions);
- if (selection == m_PresetOptions.Length-1 && CinemachineLensPresets.Instance != null)
- Selection.activeObject = presets = CinemachineLensPresets.Instance;
- else if (selection >= 0 && selection < m_PresetOptions.Length-1)
- {
- FOVProperty.floatValue = presets.m_Presets[selection].m_FieldOfView;
- property.serializedObject.ApplyModifiedProperties();
- }
- }
-
- void DrawFocalLengthControl(Rect rect, SerializedProperty property)
- {
- var FOVProperty = property.FindPropertyRelative(() => def.FieldOfView);
- float dropdownWidth = (rect.width - EditorGUIUtility.labelWidth) / 3;
- rect.width -= dropdownWidth;
- float f = VerticalFOVToFocalLength(FOVProperty.floatValue);
- f = EditorGUI.FloatField(rect, FocalLengthLabel, f);
- f = FocalLengthToVerticalFOV(f);
- if (!Mathf.Approximately(FOVProperty.floatValue, f))
- {
- FOVProperty.floatValue = Mathf.Clamp(f, 1, 179);
- property.serializedObject.ApplyModifiedProperties();
- }
- rect.x += rect.width; rect.width = dropdownWidth;
-
- CinemachineLensPresets presets = CinemachineLensPresets.InstanceIfExists;
- int preset = (presets == null) ? -1 : presets.GetMatchingPhysicalPreset(VerticalFOVToFocalLength(FOVProperty.floatValue));
- rect.x -= ExtraSpaceHackWTF(); rect.width += ExtraSpaceHackWTF();
- int selection = EditorGUI.Popup(rect, GUIContent.none, preset, m_PhysicalPresetOptions);
- if (selection == m_PhysicalPresetOptions.Length-1 && CinemachineLensPresets.Instance != null)
- Selection.activeObject = presets = CinemachineLensPresets.Instance;
- else if (selection >= 0 && selection < m_PhysicalPresetOptions.Length-1)
- {
- FOVProperty.floatValue = FocalLengthToVerticalFOV(
- presets.m_PhysicalPresets[selection].m_FocalLength);
- property.serializedObject.ApplyModifiedProperties();
- }
- }
-
- float VerticalFOVToFocalLength(float fov)
- {
- return SensorSize.y * 0.5f / Mathf.Tan(Mathf.Deg2Rad * fov * 0.5f);
- }
-
- float FocalLengthToVerticalFOV(float focalLength)
- {
- if (focalLength < UnityVectorExtensions.Epsilon)
- return 180f;
- return Mathf.Rad2Deg * 2.0f * Mathf.Atan(SensorSize.y * 0.5f / focalLength);
- }
-
- bool IsOrtho { get; set; }
- bool IsPhysical { get; set; }
- Vector2 SensorSize { get; set; }
-
- GUIContent[] m_PresetOptions = new GUIContent[0];
- GUIContent[] m_PhysicalPresetOptions = new GUIContent[0];
-
- void CacheABunchOfStuff(SerializedProperty property)
- {
- object lens = SerializedPropertyHelper.GetPropertyValue(property);
- IsOrtho = AccessProperty(typeof(LensSettings), lens, "Orthographic");
- IsPhysical = AccessProperty(typeof(LensSettings), lens, "IsPhysicalCamera");
- SensorSize = AccessProperty(typeof(LensSettings), lens, "SensorSize");
-
- List options = new List();
- CinemachineLensPresets presets = CinemachineLensPresets.InstanceIfExists;
- if (presets != null)
- for (int i = 0; i < presets.m_Presets.Length; ++i)
- options.Add(new GUIContent(presets.m_Presets[i].m_Name));
- options.Add(new GUIContent("Edit Presets..."));
- m_PresetOptions = options.ToArray();
-
- options.Clear();
- if (presets != null)
- for (int i = 0; i < presets.m_PhysicalPresets.Length; ++i)
- options.Add(new GUIContent(presets.m_PhysicalPresets[i].m_FocalLength.ToString() + "mm"));
- options.Add(new GUIContent("Edit Presets..."));
- m_PhysicalPresetOptions = options.ToArray();
- }
-
- public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
- {
- // Cache it here because it's called less often - less garbage
- CacheABunchOfStuff(property);
-
- float height = EditorGUIUtility.singleLineHeight + vSpace;
- if (property.isExpanded)
- height *= IsPhysical ? 6 : 5;
- return height - vSpace;
- }
-
- static T AccessProperty(Type type, object obj, string memberName)
- {
- if (string.IsNullOrEmpty(memberName) || (type == null))
- return default(T);
-
- System.Reflection.BindingFlags bindingFlags = System.Reflection.BindingFlags.Public;
- if (obj != null)
- bindingFlags |= System.Reflection.BindingFlags.Instance;
- else
- bindingFlags |= System.Reflection.BindingFlags.Static;
-
- PropertyInfo pi = type.GetProperty(memberName, bindingFlags);
- if ((pi != null) && (pi.PropertyType == typeof(T)))
- return (T)pi.GetValue(obj, null);
- else
- return default(T);
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/LensSettingsPropertyDrawer.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/LensSettingsPropertyDrawer.cs.meta
deleted file mode 100644
index f9b40bd0f..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/LensSettingsPropertyDrawer.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 2449eb616c871d044adce04ac98030a6
-timeCreated: 1496951835
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/NoiseSettingsPropertyDrawer.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/NoiseSettingsPropertyDrawer.cs
deleted file mode 100644
index 96a7506e0..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/NoiseSettingsPropertyDrawer.cs
+++ /dev/null
@@ -1,158 +0,0 @@
-using UnityEngine;
-using UnityEditor;
-using System.Collections.Generic;
-
-namespace Cinemachine.Editor
-{
- [CustomPropertyDrawer(typeof(NoiseSettingsPropertyAttribute))]
- internal sealed class NoiseSettingsPropertyDrawer : PropertyDrawer
- {
- public override void OnGUI(Rect rect, SerializedProperty property, GUIContent label)
- {
- RebuildProfileList();
-
- float iconSize = rect.height + 4;
- rect.width -= iconSize;
- int preset = sNoisePresets.IndexOf((NoiseSettings)property.objectReferenceValue);
- preset = EditorGUI.Popup(rect, label, preset, sNoisePresetNames);
- string labelText = label.text;
- NoiseSettings newProfile = preset < 0 ? null : sNoisePresets[preset] as NoiseSettings;
- if ((NoiseSettings)property.objectReferenceValue != newProfile)
- {
- property.objectReferenceValue = newProfile;
- property.serializedObject.ApplyModifiedProperties();
- }
- rect.x += rect.width; rect.width = iconSize; rect.height = iconSize;
- if (GUI.Button(rect, EditorGUIUtility.IconContent("_Popup"), GUI.skin.label))
- {
- GenericMenu menu = new GenericMenu();
- if (property.objectReferenceValue != null)
- {
- menu.AddItem(new GUIContent("Edit"), false, ()
- => Selection.activeObject = property.objectReferenceValue);
- menu.AddItem(new GUIContent("Clone"), false, () =>
- {
- NoiseSettings pp = CreateProfile(
- property, labelText,
- (NoiseSettings)property.objectReferenceValue);
- if (pp != null)
- {
- property.objectReferenceValue = pp;
- property.serializedObject.ApplyModifiedProperties();
- InvalidateProfileList();
- }
- });
- menu.AddItem(new GUIContent("Locate"), false, ()
- => EditorGUIUtility.PingObject(property.objectReferenceValue));
- }
- menu.AddItem(new GUIContent("New"), false, () =>
- {
- //Undo.RecordObject(Target, "Change Noise Profile");
- NoiseSettings pp = CreateProfile(property, labelText, null);
- if (pp != null)
- {
- property.objectReferenceValue = pp;
- property.serializedObject.ApplyModifiedProperties();
- InvalidateProfileList();
- }
- });
- menu.ShowAsContext();
- }
- }
-
- static List sNoisePresets;
- static GUIContent[] sNoisePresetNames;
- static float sLastPresetRebuildTime = 0;
-
- public static void InvalidateProfileList()
- {
- sNoisePresets = null;
- sNoisePresetNames = null;
- }
-
- static void RebuildProfileList()
- {
- if (sLastPresetRebuildTime < Time.realtimeSinceStartup - 5)
- InvalidateProfileList();
- if (sNoisePresets != null && sNoisePresetNames != null)
- return;
-
- sNoisePresets = FindAssetsByType();
-#if UNITY_2018_1_OR_NEWER
- InspectorUtility.AddAssetsFromPackageSubDirectory(
- typeof(NoiseSettings), sNoisePresets, "Presets/Noise");
-#endif
- sNoisePresets.Insert(0, null);
- List presetNameList = new List();
- foreach (var n in sNoisePresets)
- presetNameList.Add(new GUIContent((n == null) ? "(none)" : n.name));
- sNoisePresetNames = presetNameList.ToArray();
- sLastPresetRebuildTime = Time.realtimeSinceStartup;
- }
-
- static List FindAssetsByType() where T : UnityEngine.Object
- {
- List assets = new List();
- string[] guids = AssetDatabase.FindAssets(string.Format("t:{0}", typeof(T)));
- for (int i = 0; i < guids.Length; i++)
- {
- string assetPath = AssetDatabase.GUIDToAssetPath(guids[i]);
- ScriptableObject asset = AssetDatabase.LoadAssetAtPath(assetPath) as ScriptableObject;
- if (asset != null)
- assets.Add(asset);
- }
- return assets;
- }
-
- NoiseSettings CreateProfile(SerializedProperty property, string label, NoiseSettings copyFrom)
- {
- string path = GetObjectName(property) + " " + label;
- path = EditorUtility.SaveFilePanelInProject(
- "Create Noise Profile asset", path, "asset",
- "This asset will generate a procedural noise signal");
- if (!string.IsNullOrEmpty(path))
- {
- NoiseSettings profile = null;
- if (copyFrom != null)
- {
- string fromPath = AssetDatabase.GetAssetPath(copyFrom);
- if (AssetDatabase.CopyAsset(fromPath, path))
- {
- profile = AssetDatabase.LoadAssetAtPath(
- path, typeof(NoiseSettings)) as NoiseSettings;
- }
- }
- else
- {
- profile = ScriptableObjectUtility.CreateAt(
- typeof(NoiseSettings), path) as NoiseSettings;
- }
- AssetDatabase.SaveAssets();
- AssetDatabase.Refresh();
- return profile;
- }
- return null;
- }
-
- static string GetObjectName(SerializedProperty property)
- {
- // A little hacky here, as we favour virtual cameras...
- var obj = property.serializedObject.targetObject;
- GameObject go = obj as GameObject;
- if (go == null)
- {
- var component = obj as Component;
- if (component != null)
- go = component.gameObject;
- }
- if (go != null)
- {
- var vcam = go.GetComponentInParent();
- if (vcam != null)
- return vcam.Name;
- return go.name;
- }
- return obj.name;
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/NoiseSettingsPropertyDrawer.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/NoiseSettingsPropertyDrawer.cs.meta
deleted file mode 100644
index d681282e2..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/NoiseSettingsPropertyDrawer.cs.meta
+++ /dev/null
@@ -1,13 +0,0 @@
-fileFormatVersion: 2
-guid: 7d0d800d47186f0468d962ccf338ab97
-timeCreated: 1518034045
-licenseType: Pro
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/OrbitalTransposerHeadingPropertyDrawer.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/OrbitalTransposerHeadingPropertyDrawer.cs
deleted file mode 100644
index 28ee2b8ac..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/OrbitalTransposerHeadingPropertyDrawer.cs
+++ /dev/null
@@ -1,55 +0,0 @@
-using UnityEngine;
-using UnityEditor;
-
-namespace Cinemachine.Editor
-{
- [CustomPropertyDrawer(typeof(OrbitalTransposerHeadingPropertyAttribute))]
- internal sealed class OrbitalTransposerHeadingPropertyDrawer : PropertyDrawer
- {
- const int vSpace = 2;
- bool mExpanded = true;
- CinemachineOrbitalTransposer.Heading def = new CinemachineOrbitalTransposer.Heading(); // to access name strings
-
- public override void OnGUI(Rect rect, SerializedProperty property, GUIContent label)
- {
- float height = EditorGUIUtility.singleLineHeight;
- rect.height = height;
- mExpanded = EditorGUI.Foldout(rect, mExpanded, label, true);
- if (mExpanded)
- {
- ++EditorGUI.indentLevel;
-
- rect.y += height + vSpace;
- EditorGUI.PropertyField(rect, property.FindPropertyRelative(() => def.m_Definition));
-
- if (IsVelocityMode(property))
- {
- rect.y += height + vSpace;
- EditorGUI.PropertyField(rect, property.FindPropertyRelative(() => def.m_VelocityFilterStrength));
- }
-
- rect.y += height + vSpace;
- EditorGUI.PropertyField(rect, property.FindPropertyRelative(() => def.m_Bias));
-
- --EditorGUI.indentLevel;
- }
- }
-
- public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
- {
- float height = EditorGUIUtility.singleLineHeight + vSpace;
- if (mExpanded)
- height *= IsVelocityMode(property) ? 4 : 3;
- return height;
- }
-
- bool IsVelocityMode(SerializedProperty property)
- {
- var mode = property.FindPropertyRelative(() => def.m_Definition);
- var value = (CinemachineOrbitalTransposer.Heading.HeadingDefinition)
- (System.Enum.GetValues(typeof(CinemachineOrbitalTransposer.Heading.HeadingDefinition))).GetValue(mode.enumValueIndex);
- return value == CinemachineOrbitalTransposer.Heading.HeadingDefinition.Velocity
- || value == CinemachineOrbitalTransposer.Heading.HeadingDefinition.PositionDelta;
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/OrbitalTransposerHeadingPropertyDrawer.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/OrbitalTransposerHeadingPropertyDrawer.cs.meta
deleted file mode 100644
index 1c78da792..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/PropertyDrawers/OrbitalTransposerHeadingPropertyDrawer.cs.meta
+++ /dev/null
@@ -1,13 +0,0 @@
-fileFormatVersion: 2
-guid: cd1b3b6848c215f4cba3ace2c38f9bce
-timeCreated: 1514911474
-licenseType: Pro
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Resources.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Resources.meta
deleted file mode 100644
index 7a35839d6..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Resources.meta
+++ /dev/null
@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: 99ab3e8b62cb69145b760fc81e2d18d6
-folderAsset: yes
-timeCreated: 1489096338
-licenseType: Pro
-DefaultImporter:
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Resources/CMWaveform.compute b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Resources/CMWaveform.compute
deleted file mode 100644
index 9c9e2b4d4..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Resources/CMWaveform.compute
+++ /dev/null
@@ -1,60 +0,0 @@
-#include "StdLib.hlsl"
-
-RWStructuredBuffer _WaveformBuffer;
-Texture2D _Source;
-SamplerState sampler_Source;
-
-cbuffer name
-{
- float4 _Params; // x: source width, y: source height, z: linear, w: histogramResolution
-};
-
-#if defined SHADER_API_GLES3
- #define GROUP_SIZE 128
- #define GROUP_SIZE_X 16
- #define GROUP_SIZE_Y 8
-#else
- #define GROUP_SIZE 256
- #define GROUP_SIZE_X 16
- #define GROUP_SIZE_Y 16
-#endif
-
-half3 LinearToSRGB(half3 c)
-{
- half3 sRGBLo = c * 12.92;
- half3 sRGBHi = (PositivePow(c, half3(1.0 / 2.4, 1.0 / 2.4, 1.0 / 2.4)) * 1.055) - 0.055;
- half3 sRGB = (c <= 0.0031308) ? sRGBLo : sRGBHi;
- return sRGB;
-}
-
-#pragma kernel KCMWaveformGather
-[numthreads(1, GROUP_SIZE, 1)]
-void KCMWaveformGather(uint2 dispatchThreadId : SV_DispatchThreadID)
-{
- // Gather local group histogram
- if (dispatchThreadId.x < uint(_Params.x) && dispatchThreadId.y < uint(_Params.y))
- {
- float3 color = _Source[dispatchThreadId].rgb;
- color = saturate(color);
-
- // We want a gamma-corrected histogram (like Photoshop & all)
- if (_Params.z > 0)
- color = LinearToSRGB(color);
-
- // Convert channel values to histogram bins
- uint3 idx = (uint3)(round(color * (_Params.w - 1)));
- idx += dispatchThreadId.x * _Params.w;
-
- if (idx.x > 0u) InterlockedAdd(_WaveformBuffer[idx.x].x, 1u); // Red
- if (idx.y > 0u) InterlockedAdd(_WaveformBuffer[idx.y].y, 1u); // Green
- if (idx.z > 0u) InterlockedAdd(_WaveformBuffer[idx.z].z, 1u); // Blue
- }
-}
-
-#pragma kernel KCMWaveformClear
-[numthreads(GROUP_SIZE_X, GROUP_SIZE_Y, 1)]
-void KCMWaveformClear(uint2 dispatchThreadId : SV_DispatchThreadID)
-{
- if (dispatchThreadId.x < uint(_Params.x) && dispatchThreadId.y < uint(_Params.w))
- _WaveformBuffer[dispatchThreadId.y * uint(_Params.x) + dispatchThreadId.x] = uint4(0u, 0u, 0u, 0u);
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Resources/CMWaveform.compute.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Resources/CMWaveform.compute.meta
deleted file mode 100644
index c52d56aba..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Resources/CMWaveform.compute.meta
+++ /dev/null
@@ -1,10 +0,0 @@
-fileFormatVersion: 2
-guid: 6dd3f00b9032de54c8784df7bdc6fdf8
-timeCreated: 1517591688
-licenseType: Pro
-ComputeShaderImporter:
- externalObjects: {}
- currentAPIMask: 4
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Resources/CMWaveform.shader b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Resources/CMWaveform.shader
deleted file mode 100644
index 4e6407892..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Resources/CMWaveform.shader
+++ /dev/null
@@ -1,57 +0,0 @@
-Shader "CMWaveform"
-{
- HLSLINCLUDE
-
- #pragma target 4.5
- #include "StdLib.hlsl"
-
- StructuredBuffer _WaveformBuffer;
- float3 _Params; // x: buffer width, y: buffer height, z: exposure, w: unused
-
- float3 Tonemap(float3 x, float exposure)
- {
- const float a = 6.2;
- const float b = 0.5;
- const float c = 1.7;
- const float d = 0.06;
- x *= exposure;
- x = max((0.0).xxx, x - (0.004).xxx);
- x = (x * (a * x + b)) / (x * (a * x + c) + d);
- return x * x;
- }
-
- float4 Frag(VaryingsDefault i) : SV_Target
- {
- const float3 red = float3(1.4, 0.03, 0.02);
- const float3 green = float3(0.02, 1.1, 0.05);
- const float3 blue = float3(0.0, 0.25, 1.5);
- float3 color = float3(0.0, 0.0, 0.0);
-
- uint2 uvI = i.vertex.xy;
- float3 w = _WaveformBuffer[uvI.x * _Params.y + uvI.y].xyz;
-
- color += red * w.r;
- color += green * w.g;
- color += blue * w.b;
- color = Tonemap(color, _Params.z);
-
- return float4(saturate(color), 1.0);
- }
-
- ENDHLSL
-
- SubShader
- {
- Cull Off ZWrite Off ZTest Always
-
- Pass
- {
- HLSLPROGRAM
-
- #pragma vertex VertDefault
- #pragma fragment Frag
-
- ENDHLSL
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Resources/CMWaveform.shader.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Resources/CMWaveform.shader.meta
deleted file mode 100644
index 2142f5e8d..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Resources/CMWaveform.shader.meta
+++ /dev/null
@@ -1,10 +0,0 @@
-fileFormatVersion: 2
-guid: e4e5d566a8aa9914c906555a6857fcb9
-timeCreated: 1517591688
-licenseType: Pro
-ShaderImporter:
- externalObjects: {}
- defaultTextures: []
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Resources/Cinemachine_header.tif b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Resources/Cinemachine_header.tif
deleted file mode 100644
index 30b5272d1..000000000
Binary files a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Resources/Cinemachine_header.tif and /dev/null differ
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Resources/Cinemachine_header.tif.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Resources/Cinemachine_header.tif.meta
deleted file mode 100644
index df6ada0ff..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Resources/Cinemachine_header.tif.meta
+++ /dev/null
@@ -1,74 +0,0 @@
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diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Resources/StdLib.hlsl b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Resources/StdLib.hlsl
deleted file mode 100644
index 4cd863f03..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Resources/StdLib.hlsl
+++ /dev/null
@@ -1,63 +0,0 @@
-// Subset of PostProcessing's stdlib.hlsl
-
-#ifndef UNITY_CMWAVEFORM_STDLIB
-#define UNITY_CMWAVEFORM_STDLIB
-
-const float _RenderViewportScaleFactor = 1;
-
-#define FLT_EPSILON 1.192092896e-07 // Smallest positive number, such that 1.0 + FLT_EPSILON != 1.0
-
-float3 PositivePow(float3 base, float3 power)
-{
- return pow(max(abs(base), float3(FLT_EPSILON, FLT_EPSILON, FLT_EPSILON)), power);
-}
-
-#if defined(UNITY_SINGLE_PASS_STEREO)
-float2 TransformStereoScreenSpaceTex(float2 uv, float w)
-{
- float4 scaleOffset = unity_StereoScaleOffset[unity_StereoEyeIndex];
- scaleOffset.xy *= _RenderViewportScaleFactor;
- return uv.xy * scaleOffset.xy + scaleOffset.zw * w;
-}
-#else
-float2 TransformStereoScreenSpaceTex(float2 uv, float w)
-{
- return uv * _RenderViewportScaleFactor;
-}
-#endif
-
-// Vertex manipulation
-float2 TransformTriangleVertexToUV(float2 vertex)
-{
- float2 uv = (vertex + 1.0) * 0.5;
- return uv;
-}
-
-struct AttributesDefault
-{
- float3 vertex : POSITION;
-};
-
-struct VaryingsDefault
-{
- float4 vertex : SV_POSITION;
- float2 texcoord : TEXCOORD0;
- float2 texcoordStereo : TEXCOORD1;
-};
-
-VaryingsDefault VertDefault(AttributesDefault v)
-{
- VaryingsDefault o;
- o.vertex = float4(v.vertex.xy, 0.0, 1.0);
- o.texcoord = TransformTriangleVertexToUV(v.vertex.xy);
-
-#if UNITY_UV_STARTS_AT_TOP
- o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
-#endif
-
- o.texcoordStereo = TransformStereoScreenSpaceTex(o.texcoord, 1.0);
-
- return o;
-}
-
-#endif // UNITY_CMWAVEFORM_STDLIB
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Resources/StdLib.hlsl.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Resources/StdLib.hlsl.meta
deleted file mode 100644
index 791b28ba6..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Resources/StdLib.hlsl.meta
+++ /dev/null
@@ -1,10 +0,0 @@
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- userData:
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diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Resources/cm_logo_sm.png b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Resources/cm_logo_sm.png
deleted file mode 100644
index 47f19039c..000000000
Binary files a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Resources/cm_logo_sm.png and /dev/null differ
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Resources/cm_logo_sm.png.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Resources/cm_logo_sm.png.meta
deleted file mode 100644
index 2fe92a726..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Resources/cm_logo_sm.png.meta
+++ /dev/null
@@ -1,82 +0,0 @@
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- alphaTestReferenceValue: 0.5
- mipMapFadeDistanceStart: 1
- mipMapFadeDistanceEnd: 3
- bumpmap:
- convertToNormalMap: 0
- externalNormalMap: 0
- heightScale: 0.25
- normalMapFilter: 0
- isReadable: 0
- grayScaleToAlpha: 0
- generateCubemap: 6
- cubemapConvolution: 0
- seamlessCubemap: 0
- textureFormat: 1
- maxTextureSize: 2048
- textureSettings:
- serializedVersion: 2
- filterMode: -1
- aniso: -1
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- wrapU: -1
- wrapV: -1
- wrapW: -1
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- lightmap: 0
- compressionQuality: 50
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- spriteMeshType: 1
- alignment: 0
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- spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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- textureFormatSet: 0
- platformSettings:
- - buildTarget: DefaultTexturePlatform
- maxTextureSize: 2048
- textureFormat: -1
- textureCompression: 1
- compressionQuality: 50
- crunchedCompression: 0
- allowsAlphaSplitting: 0
- overridden: 0
- - buildTarget: Standalone
- maxTextureSize: 2048
- textureFormat: -1
- textureCompression: 1
- compressionQuality: 50
- crunchedCompression: 0
- allowsAlphaSplitting: 0
- overridden: 0
- spriteSheet:
- serializedVersion: 2
- sprites: []
- outline: []
- physicsShape: []
- spritePackingTag:
- userData:
- assetBundleName:
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diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Timeline.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Timeline.meta
deleted file mode 100644
index 2290b0adc..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Timeline.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 59bf6f737ca29494a8a074e4e7151fc3
-folderAsset: yes
-DefaultImporter:
- externalObjects: {}
- userData:
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diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Timeline/CinemachineShotEditor.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Timeline/CinemachineShotEditor.cs
deleted file mode 100644
index 665656238..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Timeline/CinemachineShotEditor.cs
+++ /dev/null
@@ -1,148 +0,0 @@
-#if CINEMACHINE_TIMELINE
-
-using UnityEditor;
-using UnityEngine;
-using Cinemachine.Editor;
-using System.Collections.Generic;
-using UnityEditor.Timeline;
-using Cinemachine;
-
-//namespace Cinemachine.Timeline
-//{
- [CustomEditor(typeof(CinemachineShot))]
- internal sealed class CinemachineShotEditor : BaseEditor
- {
- private static readonly GUIContent kVirtualCameraLabel
- = new GUIContent("Virtual Camera", "The virtual camera to use for this shot");
-
- protected override List GetExcludedPropertiesInInspector()
- {
- List excluded = base.GetExcludedPropertiesInInspector();
- excluded.Add(FieldPath(x => x.VirtualCamera));
- return excluded;
- }
-
- private void OnDisable()
- {
- DestroyComponentEditors();
- }
-
- private void OnDestroy()
- {
- DestroyComponentEditors();
- }
-
- public override void OnInspectorGUI()
- {
- BeginInspector();
- SerializedProperty vcamProperty = FindProperty(x => x.VirtualCamera);
- EditorGUI.indentLevel = 0; // otherwise subeditor layouts get screwed up
-
- Rect rect;
- CinemachineVirtualCameraBase vcam
- = vcamProperty.exposedReferenceValue as CinemachineVirtualCameraBase;
- if (vcam != null)
- EditorGUILayout.PropertyField(vcamProperty, kVirtualCameraLabel);
- else
- {
- GUIContent createLabel = new GUIContent("Create");
- Vector2 createSize = GUI.skin.button.CalcSize(createLabel);
-
- rect = EditorGUILayout.GetControlRect(true);
- rect.width -= createSize.x;
-
- EditorGUI.PropertyField(rect, vcamProperty, kVirtualCameraLabel);
- rect.x += rect.width; rect.width = createSize.x;
- if (GUI.Button(rect, createLabel))
- {
- vcam = CinemachineMenu.CreateDefaultVirtualCamera();
- vcamProperty.exposedReferenceValue = vcam;
- }
- serializedObject.ApplyModifiedProperties();
- }
-
- EditorGUI.BeginChangeCheck();
- DrawRemainingPropertiesInInspector();
-
- if (vcam != null)
- DrawSubeditors(vcam);
-
- // by default timeline rebuilds the entire graph when something changes,
- // but if a property of the virtual camera changes, we only need to re-evaluate the timeline.
- // this prevents flicker on post processing updates
- if (EditorGUI.EndChangeCheck())
- {
- TimelineEditor.Refresh(RefreshReason.SceneNeedsUpdate);
- GUI.changed = false;
- }
- }
-
- void DrawSubeditors(CinemachineVirtualCameraBase vcam)
- {
- // Create an editor for each of the cinemachine virtual cam and its components
- GUIStyle foldoutStyle = new GUIStyle(EditorStyles.foldout) { fontStyle = FontStyle.Bold };
- UpdateComponentEditors(vcam);
- if (m_editors != null)
- {
- foreach (UnityEditor.Editor e in m_editors)
- {
- if (e == null || e.target == null || (e.target.hideFlags & HideFlags.HideInInspector) != 0)
- continue;
-
- // Separator line - how do you make a thinner one?
- GUILayout.Box("", new GUILayoutOption[] { GUILayout.ExpandWidth(true), GUILayout.Height(1) } );
-
- bool expanded = true;
- if (!s_EditorExpanded.TryGetValue(e.target.GetType(), out expanded))
- expanded = true;
- expanded = EditorGUILayout.Foldout(
- expanded, e.target.GetType().Name, true, foldoutStyle);
- if (expanded)
- e.OnInspectorGUI();
- s_EditorExpanded[e.target.GetType()] = expanded;
- }
- }
- }
-
- CinemachineVirtualCameraBase m_cachedReferenceObject;
- UnityEditor.Editor[] m_editors = null;
- static Dictionary s_EditorExpanded = new Dictionary();
-
- void UpdateComponentEditors(CinemachineVirtualCameraBase obj)
- {
- MonoBehaviour[] components = null;
- if (obj != null)
- components = obj.gameObject.GetComponents();
- int numComponents = (components == null) ? 0 : components.Length;
- int numEditors = (m_editors == null) ? 0 : m_editors.Length;
- if (m_cachedReferenceObject != obj || (numComponents + 1) != numEditors)
- {
- DestroyComponentEditors();
- m_cachedReferenceObject = obj;
- if (obj != null)
- {
- m_editors = new UnityEditor.Editor[components.Length + 1];
- CreateCachedEditor(obj.gameObject.GetComponent(), null, ref m_editors[0]);
- for (int i = 0; i < components.Length; ++i)
- CreateCachedEditor(components[i], null, ref m_editors[i + 1]);
- }
- }
- }
-
- void DestroyComponentEditors()
- {
- m_cachedReferenceObject = null;
- if (m_editors != null)
- {
- for (int i = 0; i < m_editors.Length; ++i)
- {
- if (m_editors[i] != null)
- UnityEngine.Object.DestroyImmediate(m_editors[i]);
- m_editors[i] = null;
- }
- m_editors = null;
- }
- }
- }
-//}
-#endif
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Timeline/CinemachineShotEditor.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Timeline/CinemachineShotEditor.cs.meta
deleted file mode 100644
index 9b938dfd7..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Timeline/CinemachineShotEditor.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
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- userData:
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diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility.meta
deleted file mode 100644
index 5dc840012..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility.meta
+++ /dev/null
@@ -1,9 +0,0 @@
-fileFormatVersion: 2
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-timeCreated: 1489096338
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diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/BaseEditor.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/BaseEditor.cs
deleted file mode 100644
index 61c8d42fe..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/BaseEditor.cs
+++ /dev/null
@@ -1,83 +0,0 @@
-using UnityEditor;
-using System;
-using System.Collections.Generic;
-using Cinemachine.Utility;
-using System.Linq.Expressions;
-
-namespace Cinemachine.Editor
-{
- ///
- /// A convenience base class for making inspector editors.
- ///
- /// The class we're editing
- public class BaseEditor : UnityEditor.Editor where T : class
- {
- protected T Target { get { return target as T; } }
-
- protected SerializedProperty FindAndExcludeProperty(Expression> expr)
- {
- SerializedProperty p = FindProperty(expr);
- ExcludeProperty(p.name);
- return p;
- }
-
- protected SerializedProperty FindProperty(Expression> expr)
- {
- return serializedObject.FindProperty(FieldPath(expr));
- }
-
- protected string FieldPath(Expression> expr)
- {
- return ReflectionHelpers.GetFieldPath(expr);
- }
-
- protected virtual List GetExcludedPropertiesInInspector()
- {
- var excluded = new List() { "m_Script" };
- if (mAdditionalExcluded != null)
- excluded.AddRange(mAdditionalExcluded);
- return excluded;
- }
-
- List mAdditionalExcluded;
- protected void ExcludeProperty(string propertyName)
- {
- if (mAdditionalExcluded == null)
- mAdditionalExcluded = new List();
- mAdditionalExcluded.Add(propertyName);
- }
-
- public override void OnInspectorGUI()
- {
- BeginInspector();
- DrawRemainingPropertiesInInspector();
- }
-
- protected virtual void BeginInspector()
- {
- mAdditionalExcluded = null;
- serializedObject.Update();
- }
-
- protected virtual void DrawPropertyInInspector(SerializedProperty p)
- {
- List excluded = GetExcludedPropertiesInInspector();
- if (!excluded.Contains(p.name))
- {
- EditorGUI.BeginChangeCheck();
- EditorGUILayout.PropertyField(p);
- if (EditorGUI.EndChangeCheck())
- serializedObject.ApplyModifiedProperties();
- ExcludeProperty(p.name);
- }
- }
-
- protected void DrawRemainingPropertiesInInspector()
- {
- EditorGUI.BeginChangeCheck();
- DrawPropertiesExcluding(serializedObject, GetExcludedPropertiesInInspector().ToArray());
- if (EditorGUI.EndChangeCheck())
- serializedObject.ApplyModifiedProperties();
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/BaseEditor.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/BaseEditor.cs.meta
deleted file mode 100644
index aa543296f..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/BaseEditor.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
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-timeCreated: 1506620939
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- executionOrder: 0
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- userData:
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diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/CinemachineLensPresets.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/CinemachineLensPresets.cs
deleted file mode 100644
index fbe949de6..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/CinemachineLensPresets.cs
+++ /dev/null
@@ -1,121 +0,0 @@
-using UnityEngine;
-using System;
-using UnityEditor;
-using System.Collections.Generic;
-
-namespace Cinemachine.Editor
-{
- ///
- /// User-definable named presets for lenses. This is a Singleton asset, available in editor only
- ///
- [DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
- [Serializable]
- public sealed class CinemachineLensPresets : ScriptableObject
- {
- private static CinemachineLensPresets sInstance = null;
- private static bool alreadySearched = false;
-
- /// Get the singleton instance of this object, or null if it doesn't exist
- public static CinemachineLensPresets InstanceIfExists
- {
- get
- {
- if (!alreadySearched)
- {
- alreadySearched = true;
- var guids = AssetDatabase.FindAssets("t:CinemachineLensPresets");
- for (int i = 0; i < guids.Length && sInstance == null; ++i)
- sInstance = AssetDatabase.LoadAssetAtPath(
- AssetDatabase.GUIDToAssetPath(guids[i]));
- }
- return sInstance;
- }
- }
-
- /// Get the singleton instance of this object. Creates asset if nonexistant
- public static CinemachineLensPresets Instance
- {
- get
- {
- if (InstanceIfExists == null)
- {
- string newAssetPath = EditorUtility.SaveFilePanelInProject(
- "Create Lens Presets asset", "CinemachineLensPresets", "asset",
- "This editor-only file will contain the lens presets for this project");
- if (!string.IsNullOrEmpty(newAssetPath))
- {
- sInstance = CreateInstance();
- // Create some sample presets
- List defaults = new List();
- defaults.Add(new Preset() { m_Name = "21mm", m_FieldOfView = 60f } );
- defaults.Add(new Preset() { m_Name = "35mm", m_FieldOfView = 38f } );
- defaults.Add(new Preset() { m_Name = "58mm", m_FieldOfView = 23f } );
- defaults.Add(new Preset() { m_Name = "80mm", m_FieldOfView = 17f } );
- defaults.Add(new Preset() { m_Name = "125mm", m_FieldOfView = 10f } );
- sInstance.m_Presets = defaults.ToArray();
- AssetDatabase.CreateAsset(sInstance, newAssetPath);
- AssetDatabase.SaveAssets();
- AssetDatabase.Refresh();
- }
- }
- return sInstance;
- }
- }
-
- /// Lens Preset
- [DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
- [Serializable]
- public struct Preset
- {
- [Tooltip("Lens Name")]
- public string m_Name;
-
- ///
- /// This is the camera view in vertical degrees. For cinematic people, a 50mm lens
- /// on a super-35mm sensor would equal a 19.6 degree FOV
- ///
- [Range(1f, 179f)]
- [Tooltip("This is the camera view in vertical degrees. For cinematic people, a 50mm lens on a super-35mm sensor would equal a 19.6 degree FOV")]
- public float m_FieldOfView;
- }
- /// The array containing Preset definitions for nonphysical cameras
- [Tooltip("The array containing Preset definitions, for nonphysical cameras")]
- public Preset[] m_Presets = new Preset[0];
-
- /// Physical Lens Preset
- [DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
- [Serializable]
- public struct PhysicalPreset
- {
- ///
- /// This is the camera focal length in mm
- ///
- [Tooltip("This is the camera focal length in mm")]
- public float m_FocalLength;
- }
-
- /// The array containing Preset definitions, for physical cameras
- [Tooltip("The array containing Preset definitions, for physical cameras")]
- public PhysicalPreset[] m_PhysicalPresets = new PhysicalPreset[0];
-
- /// Get the index of the preset that matches the lens settings
- /// the preset index, or -1 if no matching preset
- public int GetMatchingPreset(float fov)
- {
- for (int i = 0; i < m_Presets.Length; ++i)
- if (Mathf.Approximately(m_Presets[i].m_FieldOfView, fov))
- return i;
- return -1;
- }
-
- /// Get the index of the physical preset that matches the lens settings
- /// the preset index, or -1 if no matching preset
- public int GetMatchingPhysicalPreset(float focalLength)
- {
- for (int i = 0; i < m_PhysicalPresets.Length; ++i)
- if (Mathf.Approximately(m_PhysicalPresets[i].m_FocalLength, focalLength))
- return i;
- return -1;
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/CinemachineLensPresets.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/CinemachineLensPresets.cs.meta
deleted file mode 100644
index 18c2160cb..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/CinemachineLensPresets.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
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-MonoImporter:
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diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/EmbeddedAssetHelpers.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/EmbeddedAssetHelpers.cs
deleted file mode 100644
index 379410bbc..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/EmbeddedAssetHelpers.cs
+++ /dev/null
@@ -1,177 +0,0 @@
-using UnityEngine;
-using UnityEditor;
-using System;
-
-namespace Cinemachine.Editor
-{
- ///
- /// Helper for drawing embedded asset editors
- ///
- internal class EmbeddeAssetEditor where T : ScriptableObject
- {
- ///
- /// Create in OnEnable()
- ///
- public EmbeddeAssetEditor(string propertyName, UnityEditor.Editor owner)
- {
- m_PropertyName = propertyName;
- m_Owner = owner;
- m_DoVersionControlChecks = UnityEditor.VersionControl.Provider.isActive;
- m_CreateButtonGUIContent = new GUIContent(
- "Create Asset", "Create a new shared settings asset");
- }
-
- ///
- /// Called after the asset editor is created, in case it needs
- /// to be customized
- ///
- public OnCreateEditorDelegate OnCreateEditor;
- public delegate void OnCreateEditorDelegate(UnityEditor.Editor editor);
-
- ///
- /// Called when the asset being edited was changed by the user.
- ///
- public OnChangedDelegate OnChanged;
- public delegate void OnChangedDelegate(T obj);
-
- ///
- /// Free the resources in OnDisable()
- ///
- public void OnDisable()
- {
- DestroyEditor();
- m_Owner = null;
- }
-
- ///
- /// Customize this after creation if you want
- ///
- public GUIContent m_CreateButtonGUIContent;
-
- private string m_PropertyName;
- private UnityEditor.Editor m_Editor = null;
- private UnityEditor.Editor m_Owner = null;
- private bool m_DoVersionControlChecks = false;
-
- const int kIndentOffset = 6;
-
- ///
- /// Call this from OnInspectorGUI. Will draw the asset reference field, and
- /// the embedded editor, or a Create Asset button, if no asset is set.
- ///
- public void DrawEditorCombo(
- string title, string defaultName, string extension, string message,
- string showLabel, bool indent)
- {
- SerializedProperty property = m_Owner.serializedObject.FindProperty(m_PropertyName);
- if (m_Editor == null)
- UpdateEditor();
- if (m_Editor == null)
- AssetFieldWithCreateButton(property, title, defaultName, extension, message);
- else
- {
- EditorGUILayout.BeginVertical(GUI.skin.box);
- Rect rect = EditorGUILayout.GetControlRect(true);
- rect.height = EditorGUIUtility.singleLineHeight;
- EditorGUI.BeginChangeCheck();
- EditorGUI.PropertyField(rect, property);
- if (EditorGUI.EndChangeCheck())
- {
- m_Owner.serializedObject.ApplyModifiedProperties();
- UpdateEditor();
- }
- if (m_Editor != null)
- {
- Rect foldoutRect = new Rect(
- rect.x - kIndentOffset, rect.y, rect.width + kIndentOffset, rect.height);
- property.isExpanded = EditorGUI.Foldout(
- foldoutRect, property.isExpanded, GUIContent.none, true);
-
- UnityEditor.VersionControl.Asset targetAsset
- = UnityEditor.VersionControl.Provider.GetAssetByPath(
- AssetDatabase.GetAssetPath(m_Editor.target));
- bool isLockedFile = m_DoVersionControlChecks
- && !targetAsset.IsOneOfStates(new[] {
- UnityEditor.VersionControl.Asset.States.CheckedOutLocal,
- UnityEditor.VersionControl.Asset.States.AddedLocal,
- });
-
- GUI.enabled = !isLockedFile;
- if (property.isExpanded)
- {
- EditorGUILayout.Separator();
- EditorGUILayout.HelpBox(
- "This is a shared asset. Changes made here will apply to all users of this asset.",
- MessageType.Info);
- EditorGUI.BeginChangeCheck();
- if (indent)
- ++EditorGUI.indentLevel;
- m_Editor.OnInspectorGUI();
- if (indent)
- --EditorGUI.indentLevel;
- if (EditorGUI.EndChangeCheck() && (OnChanged != null))
- OnChanged(property.objectReferenceValue as T);
- }
- GUI.enabled = true;
- if (isLockedFile && GUILayout.Button("Check out"))
- {
- UnityEditor.VersionControl.Provider.Checkout(
- targetAsset, UnityEditor.VersionControl.CheckoutMode.Both);
- }
- }
- EditorGUILayout.EndVertical();
- }
- }
-
- private void AssetFieldWithCreateButton(
- SerializedProperty property,
- string title, string defaultName, string extension, string message)
- {
- EditorGUI.BeginChangeCheck();
-
- float hSpace = 5;
- float buttonWidth = GUI.skin.button.CalcSize(m_CreateButtonGUIContent).x;
- Rect r = EditorGUILayout.GetControlRect(true);
- r.width -= buttonWidth + hSpace;
- EditorGUI.PropertyField(r, property);
- r.x += r.width + hSpace; r.width = buttonWidth;
- if (GUI.Button(r, m_CreateButtonGUIContent))
- {
- string newAssetPath = EditorUtility.SaveFilePanelInProject(
- title, defaultName, extension, message);
- if (!string.IsNullOrEmpty(newAssetPath))
- {
- T asset = ScriptableObjectUtility.CreateAt(newAssetPath);
- property.objectReferenceValue = asset;
- m_Owner.serializedObject.ApplyModifiedProperties();
- }
- }
- if (EditorGUI.EndChangeCheck())
- {
- m_Owner.serializedObject.ApplyModifiedProperties();
- UpdateEditor();
- }
- }
-
- public void DestroyEditor()
- {
- if (m_Editor != null)
- {
- UnityEngine.Object.DestroyImmediate(m_Editor);
- m_Editor = null;
- }
- }
-
- public void UpdateEditor()
- {
- DestroyEditor();
- SerializedProperty property = m_Owner.serializedObject.FindProperty(m_PropertyName);
- if (property.objectReferenceValue != null)
- {
- m_Editor = UnityEditor.Editor.CreateEditor(property.objectReferenceValue);
- if (OnCreateEditor != null)
- OnCreateEditor(m_Editor);
- }
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/EmbeddedAssetHelpers.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/EmbeddedAssetHelpers.cs.meta
deleted file mode 100644
index c0bbee614..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/EmbeddedAssetHelpers.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: d30409ab90458e5409807c8b0274ac9c
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/InspectorUtility.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/InspectorUtility.cs
deleted file mode 100644
index 39588b6cd..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/InspectorUtility.cs
+++ /dev/null
@@ -1,166 +0,0 @@
-using UnityEngine;
-using UnityEditor;
-using System;
-using System.Collections.Generic;
-using System.IO;
-
-namespace Cinemachine.Editor
-{
- internal class InspectorUtility
- {
- /// Put multiple properties on a single inspector line, with
- /// optional label overrides. Passing null as a label (or sublabel) override will
- /// cause the property's displayName to be used as a label. For no label at all,
- /// pass GUIContent.none.
- public static void MultiPropertyOnLine(
- Rect rect,
- GUIContent label,
- SerializedProperty[] props, GUIContent[] subLabels)
- {
- if (props == null || props.Length == 0)
- return;
-
- const int hSpace = 2;
- int indentLevel = EditorGUI.indentLevel;
- float labelWidth = EditorGUIUtility.labelWidth;
-
- float totalSubLabelWidth = 0;
- int numBoolColumns = 0;
- List actualLabels = new List();
- for (int i = 0; i < props.Length; ++i)
- {
- GUIContent sublabel = new GUIContent(props[i].displayName, props[i].tooltip);
- if (subLabels != null && subLabels.Length > i && subLabels[i] != null)
- sublabel = subLabels[i];
- actualLabels.Add(sublabel);
- totalSubLabelWidth += GUI.skin.label.CalcSize(sublabel).x;
- if (i > 0)
- totalSubLabelWidth += hSpace;
- // Special handling for toggles, or it looks stupid
- if (props[i].propertyType == SerializedPropertyType.Boolean)
- {
- totalSubLabelWidth += rect.height;
- ++numBoolColumns;
- }
- }
-
- float subFieldWidth = rect.width - labelWidth - totalSubLabelWidth;
- float numCols = props.Length - numBoolColumns;
- float colWidth = numCols == 0 ? 0 : subFieldWidth / numCols;
-
- // Main label. If no first sublabel, then main label must take on that
- // role, for mouse dragging value-scrolling support
- int subfieldStartIndex = 0;
- if (label == null)
- label = new GUIContent(props[0].displayName, props[0].tooltip);
- if (actualLabels[0] != GUIContent.none)
- rect = EditorGUI.PrefixLabel(rect, label);
- else
- {
- rect.width = labelWidth + colWidth;
- EditorGUI.PropertyField(rect, props[0], label);
- rect.x += rect.width + hSpace;
- subfieldStartIndex = 1;
- }
-
- for (int i = subfieldStartIndex; i < props.Length; ++i)
- {
- EditorGUI.indentLevel = 0;
- EditorGUIUtility.labelWidth = GUI.skin.label.CalcSize(actualLabels[i]).x;
- if (props[i].propertyType == SerializedPropertyType.Boolean)
- {
- rect.width = EditorGUIUtility.labelWidth + rect.height;
- props[i].boolValue = EditorGUI.ToggleLeft(rect, actualLabels[i], props[i].boolValue);
- }
- else
- {
- rect.width = EditorGUIUtility.labelWidth + colWidth;
- EditorGUI.PropertyField(rect, props[i], actualLabels[i]);
- }
- rect.x += rect.width + hSpace;
- }
-
- EditorGUIUtility.labelWidth = labelWidth;
- EditorGUI.indentLevel = indentLevel;
- }
-
- public static AnimationCurve NormalizeCurve(AnimationCurve curve)
- {
- Keyframe[] keys = curve.keys;
- if (keys.Length > 0)
- {
- float minTime = keys[0].time;
- float maxTime = minTime;
- float minVal = keys[0].value;
- float maxVal = minVal;
- for (int i = 0; i < keys.Length; ++i)
- {
- minTime = Mathf.Min(minTime, keys[i].time);
- maxTime = Mathf.Max(maxTime, keys[i].time);
- minVal = Mathf.Min(minVal, keys[i].value);
- maxVal = Mathf.Max(maxVal, keys[i].value);
- }
- float range = maxTime - minTime;
- float timeScale = range < 0.0001f ? 1 : 1 / range;
- range = maxVal - minVal;
- float valScale = range < 1 ? 1 : 1 / range;
- float valOffset = 0;
- if (range < 1)
- {
- if (minVal > 0 && minVal + range <= 1)
- valOffset = minVal;
- else
- valOffset = 1 - range;
- }
- for (int i = 0; i < keys.Length; ++i)
- {
- keys[i].time = (keys[i].time - minTime) * timeScale;
- keys[i].value = ((keys[i].value - minVal) * valScale) + valOffset;
- }
- curve.keys = keys;
- }
- return curve;
- }
-
- public static string NicifyClassName(string name)
- {
- if (name.StartsWith("Cinemachine"))
- name = name.Substring(11); // Trim the prefix
- return ObjectNames.NicifyVariableName(name);
- }
-
- public static void AddAssetsFromPackageSubDirectory(
- Type type, List assets, string path)
- {
- try
- {
- path = "/" + path;
- var info = new DirectoryInfo(ScriptableObjectUtility.CinemachineInstallPath + path);
- path = ScriptableObjectUtility.kPackageRoot + path + "/";
- var fileInfo = info.GetFiles();
- foreach (var file in fileInfo)
- {
- if (file.Extension != ".asset")
- continue;
- string name = path + file.Name;
- ScriptableObject a = AssetDatabase.LoadAssetAtPath(name, type) as ScriptableObject;
- if (a != null)
- assets.Add(a);
- }
- }
- catch
- {
- }
- }
-
- // Temporarily here
- public static GameObject CreateGameObject(string name, params Type[] types)
- {
-#if UNITY_2018_3_OR_NEWER
- return ObjectFactory.CreateGameObject(name, types);
-#else
- return new GameObject(name, types);
-#endif
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/InspectorUtility.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/InspectorUtility.cs.meta
deleted file mode 100644
index 1979233bd..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/InspectorUtility.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: ebb13519e7af50b4dbc59d78b3bb6a32
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/ReflectionHelpers.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/ReflectionHelpers.cs
deleted file mode 100644
index e2e0a7a02..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/ReflectionHelpers.cs
+++ /dev/null
@@ -1,234 +0,0 @@
-using System;
-using System.Collections.Generic;
-using System.Linq;
-using System.Linq.Expressions;
-using System.Reflection;
-using System.Text;
-
-namespace Cinemachine.Utility
-{
- /// An ad-hoc collection of helpers for reflection, used by Cinemachine
- /// or its editor tools in various places
- [DocumentationSorting(DocumentationSortingAttribute.Level.Undoc)]
- public static class ReflectionHelpers
- {
- /// Copy the fields from one object to another
- /// The source object to copy from
- /// The destination object to copy to
- /// The mask to filter the attributes.
- /// Only those fields that get caught in the filter will be copied
- public static void CopyFields(
- System.Object src, System.Object dst,
- System.Reflection.BindingFlags bindingAttr
- = System.Reflection.BindingFlags.Public
- | System.Reflection.BindingFlags.NonPublic
- | System.Reflection.BindingFlags.Instance)
- {
- if (src != null && dst != null)
- {
- Type type = src.GetType();
- FieldInfo[] fields = type.GetFields(bindingAttr);
- for (int i = 0; i < fields.Length; ++i)
- if (!fields[i].IsStatic)
- fields[i].SetValue(dst, fields[i].GetValue(src));
- }
- }
-
- /// Search the assembly for all types that match a predicate
- /// The assembly to search
- /// The type to look for
- /// A list of types found in the assembly that inherit from the predicate
- public static IEnumerable GetTypesInAssembly(
- Assembly assembly, Predicate predicate)
- {
- if (assembly == null)
- return null;
-
- Type[] types = new Type[0];
- try
- {
- types = assembly.GetTypes();
- }
- catch (Exception)
- {
- // Can't load the types in this assembly
- }
- types = (from t in types
- where t != null && predicate(t)
- select t).ToArray();
- return types;
- }
-
- /// Get a type from a name
- /// The name of the type to search for
- /// The type matching the name, or null if not found
- public static Type GetTypeInAllDependentAssemblies(string typeName)
- {
- foreach (Type type in GetTypesInAllDependentAssemblies(t => t.Name == typeName))
- return type;
- return null;
- }
-
- /// Search all assemblies for all types that match a predicate
- /// The type to look for
- /// A list of types found in the assembly that inherit from the predicate
- public static IEnumerable GetTypesInAllDependentAssemblies(Predicate predicate)
- {
- List foundTypes = new List(100);
- Assembly[] assemblies = AppDomain.CurrentDomain.GetAssemblies();
- string definedIn = typeof(CinemachineComponentBase).Assembly.GetName().Name;
- foreach (Assembly assembly in assemblies)
- {
- // Note that we have to call GetName().Name. Just GetName() will not work.
- if ((!assembly.GlobalAssemblyCache)
- && ((assembly.GetName().Name == definedIn)
- || assembly.GetReferencedAssemblies().Any(a => a.Name == definedIn)))
- try
- {
- foreach (Type foundType in GetTypesInAssembly(assembly, predicate))
- foundTypes.Add(foundType);
- }
- catch (Exception) {} // Just skip uncooperative assemblies
- }
- return foundTypes;
- }
-#if false
- /// call GetTypesInAssembly() for all assemblies that match a predicate
- /// Which assemblies to search
- /// What type to look for
- public static IEnumerable GetTypesInLoadedAssemblies(
- Predicate assemblyPredicate, Predicate predicate)
- {
- Assembly[] assemblies = System.AppDomain.CurrentDomain.GetAssemblies();
- assemblies = assemblies.Where((Assembly assembly)
- => { return assemblyPredicate(assembly); }).OrderBy((Assembly ass)
- => { return ass.FullName; }).ToArray();
-
- List foundTypes = new List(100);
- foreach (Assembly assembly in assemblies)
- {
- foreach (Type foundType in GetTypesInAssembly(assembly, predicate))
- foundTypes.Add(foundType);
- }
-
- return foundTypes;
- }
-
- /// Is a type defined and visible
- /// Fullly-qualified type name
- /// true if the type exists
- public static bool TypeIsDefined(string fullname)
- {
- Assembly[] assemblies = AppDomain.CurrentDomain.GetAssemblies();
- foreach (Assembly assembly in assemblies)
- {
- try
- {
- foreach (var type in assembly.GetTypes())
- if (type.FullName == fullname)
- return true;
- }
- catch (System.Exception) {} // Just skip uncooperative assemblies
- }
- return false;
- }
-#endif
- /// Cheater extension to access internal field of an object
- /// The type of the field
- /// The object to access
- /// The string name of the field to access
- /// The value of the field in the objects
- public static T AccessInternalField(this Type type, object obj, string memberName)
- {
- if (string.IsNullOrEmpty(memberName) || (type == null))
- return default(T);
-
- System.Reflection.BindingFlags bindingFlags = System.Reflection.BindingFlags.NonPublic;
- if (obj != null)
- bindingFlags |= System.Reflection.BindingFlags.Instance;
- else
- bindingFlags |= System.Reflection.BindingFlags.Static;
-
- FieldInfo field = type.GetField(memberName, bindingFlags);
- if ((field != null) && (field.FieldType == typeof(T)))
- return (T)field.GetValue(obj);
- else
- return default(T);
- }
-
-#if false
- /// Cheater extension to access internal property of an object
- /// The type of the field
- /// The object to access
- /// The string name of the field to access
- /// The value of the field in the objects
- public static T AccessInternalProperty(this Type type, object obj, string memberName)
- {
- if (string.IsNullOrEmpty(memberName) || (type == null))
- return default(T);
-
- System.Reflection.BindingFlags bindingFlags = System.Reflection.BindingFlags.NonPublic;
- if (obj != null)
- bindingFlags |= System.Reflection.BindingFlags.Instance;
- else
- bindingFlags |= System.Reflection.BindingFlags.Static;
-
- PropertyInfo pi = type.GetProperty(memberName, bindingFlags);
- if ((pi != null) && (pi.PropertyType == typeof(T)))
- return (T)pi.GetValue(obj, null);
- else
- return default(T);
- }
-#endif
-
- /// Get the object owner of a field. This method processes
- /// the '.' separator to get from the object that owns the compound field
- /// to the object that owns the leaf field
- /// The name of the field, which may contain '.' separators
- /// the owner of the compound field
- public static object GetParentObject(string path, object obj)
- {
- var fields = path.Split('.');
- if (fields.Length == 1)
- return obj;
-
- var info = obj.GetType().GetField(
- fields[0], System.Reflection.BindingFlags.Public
- | System.Reflection.BindingFlags.NonPublic
- | System.Reflection.BindingFlags.Instance);
- obj = info.GetValue(obj);
-
- return GetParentObject(string.Join(".", fields, 1, fields.Length - 1), obj);
- }
-
- /// Returns a string path from an expression - mostly used to retrieve serialized properties
- /// without hardcoding the field path. Safer, and allows for proper refactoring.
- public static string GetFieldPath(Expression> expr)
- {
- MemberExpression me;
- switch (expr.Body.NodeType)
- {
- case ExpressionType.MemberAccess:
- me = expr.Body as MemberExpression;
- break;
- default:
- throw new InvalidOperationException();
- }
-
- var members = new List();
- while (me != null)
- {
- members.Add(me.Member.Name);
- me = me.Expression as MemberExpression;
- }
-
- var sb = new StringBuilder();
- for (int i = members.Count - 1; i >= 0; i--)
- {
- sb.Append(members[i]);
- if (i > 0) sb.Append('.');
- }
- return sb.ToString();
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/ReflectionHelpers.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/ReflectionHelpers.cs.meta
deleted file mode 100644
index 920be3263..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/ReflectionHelpers.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
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-guid: 8986fa27e90db314d8a3359520e7fd1a
-timeCreated: 1487370732
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/SaveDuringPlay.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/SaveDuringPlay.cs
deleted file mode 100644
index dbe550969..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/SaveDuringPlay.cs
+++ /dev/null
@@ -1,538 +0,0 @@
-using System;
-using System.Collections.Generic;
-using System.Reflection;
-using UnityEditor;
-using UnityEngine;
-
-namespace SaveDuringPlay
-{
- /// A collection of tools for finding objects
- internal static class ObjectTreeUtil
- {
- ///
- /// Get the full name of an object, travelling up the transform parents to the root.
- ///
- public static string GetFullName(GameObject current)
- {
- if (current == null)
- return "";
- if (current.transform.parent == null)
- return "/" + current.name;
- return GetFullName(current.transform.parent.gameObject) + "/" + current.name;
- }
-
- ///
- /// Will find the named object, active or inactive, from the full path.
- ///
- public static GameObject FindObjectFromFullName(string fullName, GameObject[] roots)
- {
- if (fullName == null || fullName.Length == 0 || roots == null)
- return null;
-
- string[] path = fullName.Split('/');
- if (path.Length < 2) // skip leading '/'
- return null;
-
- Transform root = null;
- for (int i = 0; root == null && i < roots.Length; ++i)
- if (roots[i].name == path[1])
- root = roots[i].transform;
-
- if (root == null)
- return null;
-
- for (int i = 2; i < path.Length; ++i) // skip root
- {
- bool found = false;
- for (int c = 0; c < root.childCount; ++c)
- {
- Transform child = root.GetChild(c);
- if (child.name == path[i])
- {
- found = true;
- root = child;
- break;
- }
- }
- if (!found)
- return null;
- }
- return root.gameObject;
- }
-
- /// Finds all the root objects in a scene, active or not
- public static GameObject[] FindAllRootObjectsInScene()
- {
- return UnityEngine.SceneManagement.SceneManager.GetActiveScene().GetRootGameObjects();
- }
-
-
- ///
- /// This finds all the behaviours in scene, active or inactive, excluding prefabs
- ///
- public static T[] FindAllBehavioursInScene() where T : MonoBehaviour
- {
- List objectsInScene = new List();
- foreach (T b in Resources.FindObjectsOfTypeAll())
- {
- GameObject go = b.gameObject;
- if (go.hideFlags == HideFlags.NotEditable || go.hideFlags == HideFlags.HideAndDontSave)
- continue;
- if (EditorUtility.IsPersistent(go.transform.root.gameObject))
- continue;
- objectsInScene.Add(b);
- }
- return objectsInScene.ToArray();
- }
- }
-
- class GameObjectFieldScanner
- {
- ///
- /// Called for each leaf field. Return value should be true if action was taken.
- /// It will be propagated back to the caller.
- ///
- public OnLeafFieldDelegate OnLeafField;
- public delegate bool OnLeafFieldDelegate(string fullName, Type type, ref object value);
-
- ///
- /// Called for each field node, if and only if OnLeafField() for it or one
- /// of its leaves returned true.
- ///
- public OnFieldValueChangedDelegate OnFieldValueChanged;
- public delegate bool OnFieldValueChangedDelegate(
- string fullName, FieldInfo fieldInfo, object fieldOwner, object value);
-
- ///
- /// Called for each field, to test whether to proceed with scanning it. Return true to scan.
- ///
- public FilterFieldDelegate FilterField;
- public delegate bool FilterFieldDelegate(string fullName, FieldInfo fieldInfo);
-
- ///
- /// Which fields will be scanned
- ///
- public BindingFlags bindingFlags = BindingFlags.Public | BindingFlags.Instance;
-
- bool ScanFields(string fullName, Type type, ref object obj)
- {
- bool doneSomething = false;
-
- // Check if it's a complex type
- bool isLeaf = true;
- if (obj != null
- && !type.IsSubclassOf(typeof(Component))
- && !type.IsSubclassOf(typeof(ScriptableObject))
- && !type.IsSubclassOf(typeof(GameObject)))
- {
- // Is it an array?
- if (type.IsArray)
- {
- isLeaf = false;
- Array array = obj as Array;
- object arrayLength = array.Length;
- if (OnLeafField != null && OnLeafField(
- fullName + ".Length", arrayLength.GetType(), ref arrayLength))
- {
- Array newArray = Array.CreateInstance(
- array.GetType().GetElementType(), Convert.ToInt32(arrayLength));
- Array.Copy(array, 0, newArray, 0, Math.Min(array.Length, newArray.Length));
- array = newArray;
- doneSomething = true;
- }
- for (int i = 0; i < array.Length; ++i)
- {
- object element = array.GetValue(i);
- if (ScanFields(fullName + "[" + i + "]", array.GetType().GetElementType(), ref element))
- {
- array.SetValue(element, i);
- doneSomething = true;
- }
- }
- if (doneSomething)
- obj = array;
- }
- else
- {
- // Check if it's a complex type
- FieldInfo[] fields = obj.GetType().GetFields(bindingFlags);
- if (fields.Length > 0)
- {
- isLeaf = false;
- for (int i = 0; i < fields.Length; ++i)
- {
- string name = fullName + "." + fields[i].Name;
- if (FilterField == null || FilterField(name, fields[i]))
- {
- object fieldValue = fields[i].GetValue(obj);
- if (ScanFields(name, fields[i].FieldType, ref fieldValue))
- {
- doneSomething = true;
- if (OnFieldValueChanged != null)
- OnFieldValueChanged(name, fields[i], obj, fieldValue);
- }
- }
- }
- }
- }
- }
- // If it's a leaf field then call the leaf handler
- if (isLeaf && OnLeafField != null)
- if (OnLeafField(fullName, type, ref obj))
- doneSomething = true;
-
- return doneSomething;
- }
-
- public bool ScanFields(string fullName, MonoBehaviour b)
- {
- bool doneSomething = false;
- FieldInfo[] fields = b.GetType().GetFields(bindingFlags);
- if (fields.Length > 0)
- {
- for (int i = 0; i < fields.Length; ++i)
- {
- string name = fullName + "." + fields[i].Name;
- if (FilterField == null || FilterField(name, fields[i]))
- {
- object fieldValue = fields[i].GetValue(b);
- if (ScanFields(name, fields[i].FieldType, ref fieldValue))
- doneSomething = true;
-
- // If leaf action was taken, propagate it up to the parent node
- if (doneSomething && OnFieldValueChanged != null)
- OnFieldValueChanged(fullName, fields[i], b, fieldValue);
- }
- }
- }
- return doneSomething;
- }
-
- ///
- /// Recursively scan the MonoBehaviours of a GameObject and its children.
- /// For each leaf field found, call the OnFieldValue delegate.
- ///
- public bool ScanFields(GameObject go, string prefix = null)
- {
- bool doneSomething = false;
- if (prefix == null)
- prefix = "";
- else if (prefix.Length > 0)
- prefix += ".";
-
- MonoBehaviour[] components = go.GetComponents();
- for (int i = 0; i < components.Length; ++i)
- {
- MonoBehaviour c = components[i];
- if (c != null && ScanFields(prefix + c.GetType().FullName + i, c))
- doneSomething = true;
- }
- return doneSomething;
- }
- };
-
-
- ///
- /// Using reflection, this class scans a GameObject (and optionally its children)
- /// and records all the field settings. This only works for "nice" field settings
- /// within MonoBehaviours. Changes to the behaviour stack made between saving
- /// and restoring will fool this class.
- ///
- class ObjectStateSaver
- {
- string mObjectFullPath;
-
- Dictionary mValues = new Dictionary();
-
- ///
- /// Recursively collect all the field values in the MonoBehaviours
- /// owned by this object and its descendants. The values are stored
- /// in an internal dictionary.
- ///
- public void CollectFieldValues(GameObject go)
- {
- mObjectFullPath = ObjectTreeUtil.GetFullName(go);
- GameObjectFieldScanner scanner = new GameObjectFieldScanner();
- scanner.FilterField = FilterField;
- scanner.OnLeafField = (string fullName, Type type, ref object value) =>
- {
- // Save the value in the dictionary
- mValues[fullName] = StringFromLeafObject(value);
- //Debug.Log(mObjectFullPath + "." + fullName + " = " + mValues[fullName]);
- return false;
- };
- scanner.ScanFields(go);
- }
-
- public GameObject FindSavedGameObject(GameObject[] roots)
- {
- return ObjectTreeUtil.FindObjectFromFullName(mObjectFullPath, roots);
- }
- public string ObjetFullPath { get { return mObjectFullPath; } }
-
- ///
- /// Recursively scan the MonoBehaviours of a GameObject and its children.
- /// For each field found, look up its value in the internal dictionary.
- /// If it's present and its value in the dictionary differs from the actual
- /// value in the game object, Set the GameObject's value using the value
- /// recorded in the dictionary.
- ///
- public bool PutFieldValues(GameObject go, GameObject[] roots)
- {
- GameObjectFieldScanner scanner = new GameObjectFieldScanner();
- scanner.FilterField = FilterField;
- scanner.OnLeafField = (string fullName, Type type, ref object value) =>
- {
- // Lookup the value in the dictionary
- string savedValue;
- if (mValues.TryGetValue(fullName, out savedValue)
- && StringFromLeafObject(value) != savedValue)
- {
- //Debug.Log("Put " + mObjectFullPath + "." + fullName + " = " + mValues[fullName]);
- value = LeafObjectFromString(type, mValues[fullName].Trim(), roots);
- return true; // changed
- }
- return false;
- };
- scanner.OnFieldValueChanged = (fullName, fieldInfo, fieldOwner, value) =>
- {
- fieldInfo.SetValue(fieldOwner, value);
- return true;
- };
- return scanner.ScanFields(go);
- }
-
- /// Ignore fields marked with the [NoSaveDuringPlay] attribute
- bool FilterField(string fullName, FieldInfo fieldInfo)
- {
- var attrs = fieldInfo.GetCustomAttributes(false);
- foreach (var attr in attrs)
- if (attr.GetType().Name.Contains("NoSaveDuringPlay"))
- return false;
- return true;
- }
-
- ///
- /// Parse a string to generate an object.
- /// Only very limited primitive object types are supported.
- /// Enums, Vectors and most other structures are automatically supported,
- /// because the reflection system breaks them down into their primitive components.
- /// You can add more support here, as needed.
- ///
- static object LeafObjectFromString(Type type, string value, GameObject[] roots)
- {
- if (type == typeof(Single))
- return float.Parse(value);
- if (type == typeof(Double))
- return double.Parse(value);
- if (type == typeof(Boolean))
- return Boolean.Parse(value);
- if (type == typeof(string))
- return value;
- if (type == typeof(Int32))
- return Int32.Parse(value);
- if (type == typeof(UInt32))
- return UInt32.Parse(value);
- if (type.IsSubclassOf(typeof(Component)))
- {
- // Try to find the named game object
- GameObject go = ObjectTreeUtil.FindObjectFromFullName(value, roots);
- return (go != null) ? go.GetComponent(type) : null;
- }
- if (type.IsSubclassOf(typeof(GameObject)))
- {
- // Try to find the named game object
- return GameObject.Find(value);
- }
- if (type.IsSubclassOf(typeof(ScriptableObject)))
- {
- return AssetDatabase.LoadAssetAtPath(value, type);
- }
- return null;
- }
-
- static string StringFromLeafObject(object obj)
- {
- if (obj == null)
- return string.Empty;
-
- if (obj.GetType().IsSubclassOf(typeof(Component)))
- {
- Component c = (Component)obj;
- if (c == null) // Component overrides the == operator, so we have to check
- return string.Empty;
- return ObjectTreeUtil.GetFullName(c.gameObject);
- }
- if (obj.GetType().IsSubclassOf(typeof(GameObject)))
- {
- GameObject go = (GameObject)obj;
- if (go == null) // GameObject overrides the == operator, so we have to check
- return string.Empty;
- return ObjectTreeUtil.GetFullName(go);
- }
- if (obj.GetType().IsSubclassOf(typeof(ScriptableObject)))
- {
- return AssetDatabase.GetAssetPath(obj as ScriptableObject);
- }
- return obj.ToString();
- }
- };
-
-
- ///
- /// For all registered object types, record their state when exiting Play Mode,
- /// and restore that state to the objects in the scene. This is a very limited
- /// implementation which has not been rigorously tested with many objects types.
- /// It's quite possible that not everything will be saved.
- ///
- /// This class is expected to become obsolete when Unity implements this functionality
- /// in a more general way.
- ///
- /// To use this class,
- /// drop this script into your project, and add the [SaveDuringPlay] attribute to your class.
- ///
- /// Note: if you want some specific field in your class NOT to be saved during play,
- /// add a property attribute whose class name contains the string "NoSaveDuringPlay"
- /// and the field will not be saved.
- ///
- [InitializeOnLoad]
- public class SaveDuringPlay
- {
- public static string kEnabledKey = "SaveDuringPlay_Enabled";
- public static bool Enabled
- {
- get { return EditorPrefs.GetBool(kEnabledKey, false); }
- set
- {
- if (value != Enabled)
- {
- EditorPrefs.SetBool(kEnabledKey, value);
- }
- }
- }
-
- static SaveDuringPlay()
- {
- // Install our callbacks
-#if UNITY_2017_2_OR_NEWER
- EditorApplication.playModeStateChanged += OnPlayStateChanged;
-#else
- EditorApplication.update += OnEditorUpdate;
- EditorApplication.playmodeStateChanged += OnPlayStateChanged;
-#endif
- }
-
-#if UNITY_2017_2_OR_NEWER
- static void OnPlayStateChanged(PlayModeStateChange pmsc)
- {
- if (Enabled)
- {
- // If exiting playmode, collect the state of all interesting objects
- if (pmsc == PlayModeStateChange.ExitingPlayMode)
- SaveAllInterestingStates();
- else if (pmsc == PlayModeStateChange.EnteredEditMode && sSavedStates != null)
- RestoreAllInterestingStates();
- }
- }
-#else
- static void OnPlayStateChanged()
- {
- // If exiting playmode, collect the state of all interesting objects
- if (Enabled)
- {
- if (!EditorApplication.isPlayingOrWillChangePlaymode && EditorApplication.isPlaying)
- SaveAllInterestingStates();
- }
- }
-
- static float sWaitStartTime = 0;
- static void OnEditorUpdate()
- {
- if (Enabled && sSavedStates != null && !Application.isPlaying)
- {
- // Wait a bit for things to settle before applying the saved state
- const float WaitTime = 1f; // GML todo: is there a better way to do this?
- float time = Time.realtimeSinceStartup;
- if (sWaitStartTime == 0)
- sWaitStartTime = time;
- else if (time - sWaitStartTime > WaitTime)
- {
- RestoreAllInterestingStates();
- sWaitStartTime = 0;
- }
- }
- }
-#endif
-
- ///
- /// If you need to get notified before state is collected for hotsave, this is the place
- ///
- public static OnHotSaveDelegate OnHotSave;
- public delegate void OnHotSaveDelegate();
-
- /// Collect all relevant objects, active or not
- static Transform[] FindInterestingObjects()
- {
- List objects = new List();
- MonoBehaviour[] everything = ObjectTreeUtil.FindAllBehavioursInScene();
- foreach (var b in everything)
- {
- var attrs = b.GetType().GetCustomAttributes(true);
- foreach (var attr in attrs)
- {
- if (attr.GetType().Name.Contains("SaveDuringPlay"))
- {
- //Debug.Log("Found " + ObjectTreeUtil.GetFullName(b.gameObject) + " for hot-save");
- objects.Add(b.transform);
- break;
- }
- }
- }
- return objects.ToArray();
- }
-
- static List sSavedStates = null;
- static GameObject sSaveStatesGameObject;
- static void SaveAllInterestingStates()
- {
- //Debug.Log("Exiting play mode: Saving state for all interesting objects");
- if (OnHotSave != null)
- OnHotSave();
-
- sSavedStates = new List();
- Transform[] objects = FindInterestingObjects();
- foreach (Transform obj in objects)
- {
- ObjectStateSaver saver = new ObjectStateSaver();
- saver.CollectFieldValues(obj.gameObject);
- sSavedStates.Add(saver);
- }
- if (sSavedStates.Count == 0)
- sSavedStates = null;
- }
-
- static void RestoreAllInterestingStates()
- {
- //Debug.Log("Updating state for all interesting objects");
- bool dirty = false;
- GameObject[] roots = ObjectTreeUtil.FindAllRootObjectsInScene();
- foreach (ObjectStateSaver saver in sSavedStates)
- {
- GameObject go = saver.FindSavedGameObject(roots);
- if (go != null)
- {
- Undo.RegisterFullObjectHierarchyUndo(go, "SaveDuringPlay");
- if (saver.PutFieldValues(go, roots))
- {
- //Debug.Log("SaveDuringPlay: updated settings of " + saver.ObjetFullPath);
- EditorUtility.SetDirty(go);
- dirty = true;
- }
- }
- }
- if (dirty)
- UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
- sSavedStates = null;
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/SaveDuringPlay.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/SaveDuringPlay.cs.meta
deleted file mode 100644
index 8a08625c3..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/SaveDuringPlay.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 24ec24775a1b45e4ea81ac13002dee32
-timeCreated: 1485895820
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/ScriptableObjectUtility.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/ScriptableObjectUtility.cs
deleted file mode 100644
index f8f95e923..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/ScriptableObjectUtility.cs
+++ /dev/null
@@ -1,135 +0,0 @@
-using UnityEngine;
-using UnityEditor;
-using System.IO;
-using System;
-
-namespace Cinemachine.Editor
-{
- internal class ScriptableObjectUtility : ScriptableObject
- {
- public static string kPackageRoot = "Packages/com.unity.cinemachine";
-
- /// Get the Cinemachine package install path. Works whether CM is
- /// a packman package or an ordinary asset.
- public static string CinemachineInstallPath
- {
- get
- {
- // First see if we're a UPM package - use some asset that we expect to find
- string path = Path.GetFullPath(kPackageRoot + "/Editor/Resources/cm_logo_sm.png");
- int index = path.LastIndexOf("/Editor");
- if (index < 0 || !File.Exists(path))
- {
- // Try as an ordinary asset
- ScriptableObject dummy = ScriptableObject.CreateInstance();
- path = AssetDatabase.GetAssetPath(MonoScript.FromScriptableObject(dummy));
- if (path.Length > 0)
- path = Path.GetFullPath(path);
- DestroyImmediate(dummy);
- }
- path = path.Replace('\\', '/'); // because of GetFullPath()
- index = path.LastIndexOf("/Editor");
- if (index >= 0)
- path = path.Substring(0, index);
- if (path.Length > 0)
- path = Path.GetFullPath(path); // stupid backslashes
- return path;
- }
- }
-
- /// Create a scriptable object asset
- public static T CreateAt(string assetPath) where T : ScriptableObject
- {
- return CreateAt(typeof(T), assetPath) as T;
- }
-
- /// Create a scriptable object asset
- public static ScriptableObject CreateAt(Type assetType, string assetPath)
- {
- ScriptableObject asset = ScriptableObject.CreateInstance(assetType);
- if (asset == null)
- {
- Debug.LogError("failed to create instance of " + assetType.Name + " at " + assetPath);
- return null;
- }
- AssetDatabase.CreateAsset(asset, assetPath);
- return asset;
- }
-
- public static void Create(bool prependFolderName = false, bool trimName = true) where T : ScriptableObject
- {
- string className = typeof(T).Name;
- string assetName = className;
- string folder = GetSelectedAssetFolder();
-
- if (trimName)
- {
- string[] standardNames = new string[] { "Asset", "Attributes", "Container" };
- foreach (string standardName in standardNames)
- {
- assetName = assetName.Replace(standardName, "");
- }
- }
-
- if (prependFolderName)
- {
- string folderName = Path.GetFileName(folder);
- assetName = (string.IsNullOrEmpty(assetName) ? folderName : string.Format("{0}_{1}", folderName, assetName));
- }
-
- Create(className, assetName, folder);
- }
-
- private static ScriptableObject Create(string className, string assetName, string folder)
- {
- ScriptableObject asset = ScriptableObject.CreateInstance(className);
- if (asset == null)
- {
- Debug.LogError("failed to create instance of " + className);
- return null;
- }
-
- asset.name = assetName ?? className;
-
- string assetPath = GetUnusedAssetPath(folder, asset.name);
- AssetDatabase.CreateAsset(asset, assetPath);
-
- return asset;
- }
-
- private static string GetSelectedAssetFolder()
- {
- if ((Selection.activeObject != null) && AssetDatabase.Contains(Selection.activeObject))
- {
- string assetPath = AssetDatabase.GetAssetPath(Selection.activeObject);
- string assetPathAbsolute = string.Format("{0}/{1}", Path.GetDirectoryName(Application.dataPath), assetPath);
-
- if (Directory.Exists(assetPathAbsolute))
- {
- return assetPath;
- }
- else
- {
- return Path.GetDirectoryName(assetPath);
- }
- }
-
- return "Assets";
- }
-
- private static string GetUnusedAssetPath(string folder, string assetName)
- {
- for (int n = 0; n < 9999; n++)
- {
- string assetPath = string.Format("{0}/{1}{2}.asset", folder, assetName, (n == 0 ? "" : n.ToString()));
- string existingGUID = AssetDatabase.AssetPathToGUID(assetPath);
- if (string.IsNullOrEmpty(existingGUID))
- {
- return assetPath;
- }
- }
-
- return null;
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/ScriptableObjectUtility.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/ScriptableObjectUtility.cs.meta
deleted file mode 100644
index aeba3cc0f..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/ScriptableObjectUtility.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: ba59c38a116ff2f4fb69f825ba0da3bc
-timeCreated: 1481654957
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/SerializedPropertyHelper.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/SerializedPropertyHelper.cs
deleted file mode 100644
index 86a995bc9..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/SerializedPropertyHelper.cs
+++ /dev/null
@@ -1,73 +0,0 @@
-using System;
-using System.Linq.Expressions;
-using UnityEditor;
-
-namespace Cinemachine.Editor
-{
- ///
- /// Helpers for the editor
- ///
- public static class SerializedPropertyHelper
- {
- /// This is a way to get a field name string in such a manner that the compiler will
- /// generate errors for invalid fields. Much better than directly using strings.
- /// Usage: instead of
- ///
- /// "m_MyField";
- ///
- /// do this:
- ///
- /// MyClass myclass = null;
- /// SerializedPropertyHelper.PropertyName( () => myClass.m_MyField);
- ///
- public static string PropertyName(Expression> exp)
- {
- var body = exp.Body as MemberExpression;
- if (body == null)
- {
- var ubody = (UnaryExpression)exp.Body;
- body = ubody.Operand as MemberExpression;
- }
- return body.Member.Name;
- }
-
- /// Usage: instead of
- ///
- /// mySerializedObject.FindProperty("m_MyField");
- ///
- /// do this:
- ///
- /// MyClass myclass = null;
- /// mySerializedObject.FindProperty( () => myClass.m_MyField);
- ///
- public static SerializedProperty FindProperty(this SerializedObject obj, Expression> exp)
- {
- return obj.FindProperty(PropertyName(exp));
- }
-
- /// Usage: instead of
- ///
- /// mySerializedProperty.FindPropertyRelative("m_MyField");
- ///
- /// do this:
- ///
- /// MyClass myclass = null;
- /// mySerializedProperty.FindPropertyRelative( () => myClass.m_MyField);
- ///
- public static SerializedProperty FindPropertyRelative(this SerializedProperty obj, Expression> exp)
- {
- return obj.FindPropertyRelative(PropertyName(exp));
- }
-
- /// Get the value of a proprty, as an object
- public static object GetPropertyValue(SerializedProperty property)
- {
- var targetObject = property.serializedObject.targetObject;
- var targetObjectClassType = targetObject.GetType();
- var field = targetObjectClassType.GetField(property.propertyPath);
- if (field != null)
- return field.GetValue(targetObject);
- return null;
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/SerializedPropertyHelper.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/SerializedPropertyHelper.cs.meta
deleted file mode 100644
index b5f06c44b..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Utility/SerializedPropertyHelper.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: a60d9407e2bb20e4ea00281b1e33eae7
-timeCreated: 1488400542
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Windows.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Windows.meta
deleted file mode 100644
index d23296772..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Windows.meta
+++ /dev/null
@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: 9c644b247df49ee47957d373411a85c3
-folderAsset: yes
-timeCreated: 1489096338
-licenseType: Pro
-DefaultImporter:
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Windows/AboutWindow.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Windows/AboutWindow.cs
deleted file mode 100644
index 13f57fa55..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Windows/AboutWindow.cs
+++ /dev/null
@@ -1,140 +0,0 @@
-using UnityEngine;
-using UnityEditor;
-using System.IO;
-
-namespace Cinemachine.Editor
-{
- [InitializeOnLoad]
- internal class AboutWindow : EditorWindow
- {
- private const string kLastVersionOpened = "CNMCN_Last_Version_Loaded";
- private const string kInvalidVersionNumber = "0.0";
-
- private static readonly Vector2 kMinWindowSize = new Vector2(550f, 550f);
-
- private static string LastVersionLoaded
- {
- get { return EditorPrefs.GetString(kLastVersionOpened, kInvalidVersionNumber); }
- set { EditorPrefs.SetString(kLastVersionOpened, value); }
- }
-
- private GUIStyle mButtonStyle;
- private GUIStyle mLabelStyle;
- private GUIStyle mHeaderStyle;
- private GUIStyle mNotesStyle;
- private Vector2 mReleaseNoteScrollPos = Vector2.zero;
-
- string mReleaseNotes;
-
- private void OnEnable()
- {
- string path = ScriptableObjectUtility.CinemachineInstallPath + "/Extras~/ReleaseNotes.txt";
- try
- {
- StreamReader reader = new StreamReader(path);
- mReleaseNotes = reader.ReadToEnd();
- reader.Close();
- }
- catch (System.Exception)
- {
- mReleaseNotes = path + " not found";
- }
- }
-
- private void OnGUI()
- {
- if (EditorApplication.isCompiling)
- {
- Close();
- }
-
- if (mButtonStyle == null)
- {
- mButtonStyle = new GUIStyle(GUI.skin.button);
- mButtonStyle.richText = true;
- }
-
- if (mLabelStyle == null)
- {
- mLabelStyle = new GUIStyle(EditorStyles.label);
- mLabelStyle.wordWrap = true;
- mLabelStyle.richText = true;
- }
-
- if (mHeaderStyle == null)
- {
- mHeaderStyle = new GUIStyle(EditorStyles.boldLabel);
- mHeaderStyle.wordWrap = true;
- }
-
- if (mNotesStyle == null)
- {
- mNotesStyle = new GUIStyle(EditorStyles.textArea);
- mNotesStyle.richText = true;
- mNotesStyle.wordWrap = true;
- }
-
- using (var vertScope = new EditorGUILayout.VerticalScope())
- {
- if (CinemachineSettings.CinemachineHeader != null)
- {
- float headerWidth = position.width;
- float aspectRatio = (float)CinemachineSettings.CinemachineHeader.height / (float)CinemachineSettings.CinemachineHeader.width;
- GUILayout.BeginScrollView(Vector2.zero, false, false, GUILayout.Width(headerWidth), GUILayout.Height(headerWidth * aspectRatio));
- Rect texRect = new Rect(0f, 0f, headerWidth, headerWidth * aspectRatio);
-
- GUILayout.FlexibleSpace();
- GUILayout.BeginArea(texRect);
- GUI.DrawTexture(texRect, CinemachineSettings.CinemachineHeader, ScaleMode.ScaleToFit);
- GUILayout.EndArea();
- GUILayout.FlexibleSpace();
-
- GUILayout.EndScrollView();
- }
-
- EditorGUILayout.LabelField("Welcome to Cinemachine!", mLabelStyle);
- EditorGUILayout.LabelField("Smart camera tools for passionate creators.", mLabelStyle);
- EditorGUILayout.LabelField("Below are links to the forums, please reach out if you have any questions or feedback", mLabelStyle);
-
- if (GUILayout.Button("Forum\nDiscuss", mButtonStyle))
- {
- Application.OpenURL("https://forum.unity3d.com/forums/cinemachine.136/");
- }
-
- if (GUILayout.Button("Rate it!\nUnity Asset Store", mButtonStyle))
- {
- Application.OpenURL("https://www.assetstore.unity3d.com/en/#!/content/79898");
- }
- }
-
- EditorGUILayout.LabelField("Release Notes", mHeaderStyle);
- using (var scrollScope = new EditorGUILayout.ScrollViewScope(mReleaseNoteScrollPos, GUI.skin.box))
- {
- mReleaseNoteScrollPos = scrollScope.scrollPosition;
- EditorGUILayout.LabelField(mReleaseNotes, mNotesStyle);
- }
- }
-
- [MenuItem("Cinemachine/About")]
- private static void OpenWindow()
- {
- EditorApplication.update += ShowWindowDeferred;
- }
-
- private static void ShowWindowDeferred()
- {
- string loadedVersion = LastVersionLoaded;
- if (loadedVersion != CinemachineCore.kVersionString)
- LastVersionLoaded = CinemachineCore.kVersionString;
-
- AboutWindow window = EditorWindow.GetWindow();
-
- window.titleContent = new UnityEngine.GUIContent(
- "About", CinemachineSettings.CinemachineLogoTexture);
- window.minSize = kMinWindowSize;
- window.Show(true);
-
- EditorApplication.update -= ShowWindowDeferred;
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Windows/AboutWindow.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Windows/AboutWindow.cs.meta
deleted file mode 100644
index 25f4e4e4f..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Windows/AboutWindow.cs.meta
+++ /dev/null
@@ -1,13 +0,0 @@
-fileFormatVersion: 2
-guid: 829e606f890b35c47aa29643517add2e
-timeCreated: 1481654956
-licenseType: Pro
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Windows/CinemachineColliderPrefs.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Windows/CinemachineColliderPrefs.cs
deleted file mode 100644
index 4cc881a0e..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Windows/CinemachineColliderPrefs.cs
+++ /dev/null
@@ -1,85 +0,0 @@
-using UnityEngine;
-using UnityEditor;
-
-using Cinemachine.Editor;
-
-namespace Cinemachine
-{
- [InitializeOnLoad]
- internal static class CinemachineColliderPrefs
- {
- private static bool SettingsFoldedOut
- {
- get { return EditorPrefs.GetBool(kColliderSettingsFoldoutKey, false); }
- set
- {
- if (value != SettingsFoldedOut)
- {
- EditorPrefs.SetBool(kColliderSettingsFoldoutKey, value);
- }
- }
- }
-
- public static Color FeelerHitColor
- {
- get
- {
- return CinemachineSettings.UnpackColour(EditorPrefs.GetString(kFeelerHitColourKey, CinemachineSettings.PackColor(Color.yellow)));
- }
-
- set
- {
- if (value != FeelerHitColor)
- {
- EditorPrefs.SetString(kFeelerHitColourKey, CinemachineSettings.PackColor(value));
- }
- }
- }
-
- public static Color FeelerColor
- {
- get
- {
- return CinemachineSettings.UnpackColour(EditorPrefs.GetString(kFeelerColourKey, CinemachineSettings.PackColor(Color.gray)));
- }
-
- set
- {
- if (value != FeelerColor)
- {
- EditorPrefs.SetString(kFeelerColourKey, CinemachineSettings.PackColor(value));
- }
- }
- }
-
- private const string kColliderSettingsFoldoutKey = "CNMCN_Collider_Foldout";
- private const string kFeelerHitColourKey = "CNMCN_Collider_FeelerHit_Colour";
- private const string kFeelerColourKey = "CNMCN_Collider_Feeler_Colour";
-
- static CinemachineColliderPrefs()
- {
- Cinemachine.Editor.CinemachineSettings.AdditionalCategories += DrawColliderSettings;
- }
-
- private static void DrawColliderSettings()
- {
- SettingsFoldedOut = EditorGUILayout.Foldout(SettingsFoldedOut, "Collider Settings");
- if (SettingsFoldedOut)
- {
- EditorGUI.indentLevel++;
-
- EditorGUI.BeginChangeCheck();
-
- FeelerHitColor = EditorGUILayout.ColorField("Feeler Hit", FeelerHitColor);
- FeelerColor = EditorGUILayout.ColorField("Feeler", FeelerColor);
-
- if (EditorGUI.EndChangeCheck())
- {
- UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
- }
-
- EditorGUI.indentLevel--;
- }
- }
- }
-}
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Windows/CinemachineColliderPrefs.cs.meta b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Windows/CinemachineColliderPrefs.cs.meta
deleted file mode 100644
index f2d554cf8..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Windows/CinemachineColliderPrefs.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: aceb1a3f85f55c249bba6eaade29f2aa
-timeCreated: 1484415513
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Windows/CinemachineSettings.cs b/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Windows/CinemachineSettings.cs
deleted file mode 100644
index 6c8842da6..000000000
--- a/Library/PackageCache/com.unity.cinemachine@2.3.3/Editor/Windows/CinemachineSettings.cs
+++ /dev/null
@@ -1,465 +0,0 @@
-using UnityEngine;
-using UnityEditor;
-using System;
-
-namespace Cinemachine.Editor
-{
- [InitializeOnLoad]
- internal sealed class CinemachineSettings
- {
- public static class CinemachineCoreSettings
- {
- private static readonly string hShowInGameGuidesKey = "CNMCN_Core_ShowInGameGuides";
- public static bool ShowInGameGuides
- {
- get { return EditorPrefs.GetBool(hShowInGameGuidesKey, true); }
- set
- {
- if (ShowInGameGuides != value)
- {
- EditorPrefs.SetBool(hShowInGameGuidesKey, value);
- UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
- }
- }
- }
-
- private static readonly string kCoreActiveGizmoColourKey = "CNMCN_Core_Active_Gizmo_Colour";
- public static readonly Color kDefaultActiveColour = new Color32(255, 0, 0, 100);
- public static Color ActiveGizmoColour
- {
- get
- {
- string packedColour = EditorPrefs.GetString(kCoreActiveGizmoColourKey, PackColor(kDefaultActiveColour));
- return UnpackColour(packedColour);
- }
-
- set
- {
- if (ActiveGizmoColour != value)
- {
- string packedColour = PackColor(value);
- EditorPrefs.SetString(kCoreActiveGizmoColourKey, packedColour);
- }
- }
- }
-
- private static readonly string kCoreInactiveGizmoColourKey = "CNMCN_Core_Inactive_Gizmo_Colour";
- public static readonly Color kDefaultInactiveColour = new Color32(9, 54, 87, 100);
- public static Color InactiveGizmoColour
- {
- get
- {
- string packedColour = EditorPrefs.GetString(kCoreInactiveGizmoColourKey, PackColor(kDefaultInactiveColour));
- return UnpackColour(packedColour);
- }
-
- set
- {
- if (InactiveGizmoColour != value)
- {
- string packedColour = PackColor(value);
- EditorPrefs.SetString(kCoreInactiveGizmoColourKey, packedColour);
- }
- }
- }
- }
-
- public static class ComposerSettings
- {
- private static readonly string kOverlayOpacityKey = "CNMCN_Overlay_Opacity";
- private static readonly string kComposerHardBoundsColourKey = "CNMCN_Composer_HardBounds_Colour";
- private static readonly string kComposerSoftBoundsColourKey = "CNMCN_Composer_SoftBounds_Colour";
- private static readonly string kComposerTargetColourKey = "CNMCN_Composer_Target_Colour";
- private static readonly string kComposerTargetSizeKey = "CNMCN_Composer_Target_Size";
-
- public const float kDefaultOverlayOpacity = 0.15f;
- public static readonly Color kDefaultHardBoundsColour = new Color32(255, 0, 72, 255);
- public static readonly Color kDefaultSoftBoundsColour = new Color32(0, 194, 255, 255);
- public static readonly Color kDefaultTargetColour = new Color32(255, 254, 25, 255);
-
- public static float OverlayOpacity
- {
- get { return EditorPrefs.GetFloat(kOverlayOpacityKey, kDefaultOverlayOpacity); }
- set
- {
- if (value != OverlayOpacity)
- {
- EditorPrefs.SetFloat(kOverlayOpacityKey, value);
- }
- }
- }
-
- public static Color HardBoundsOverlayColour
- {
- get
- {
- string packedColour = EditorPrefs.GetString(kComposerHardBoundsColourKey, PackColor(kDefaultHardBoundsColour));
- return UnpackColour(packedColour);
- }
-
- set
- {
- if (HardBoundsOverlayColour != value)
- {
- string packedColour = PackColor(value);
- EditorPrefs.SetString(kComposerHardBoundsColourKey, packedColour);
- }
- }
- }
-
- public static Color SoftBoundsOverlayColour
- {
- get
- {
- string packedColour = EditorPrefs.GetString(kComposerSoftBoundsColourKey, PackColor(kDefaultSoftBoundsColour));
- return UnpackColour(packedColour);
- }
-
- set
- {
- if (SoftBoundsOverlayColour != value)
- {
- string packedColour = PackColor(value);
- EditorPrefs.SetString(kComposerSoftBoundsColourKey, packedColour);
- }
- }
- }
-
- public static Color TargetColour
- {
- get
- {
- string packedColour = EditorPrefs.GetString(kComposerTargetColourKey, PackColor(kDefaultTargetColour));
- return UnpackColour(packedColour);
- }
-
- set
- {
- if (TargetColour != value)
- {
- string packedColour = PackColor(value);
- EditorPrefs.SetString(kComposerTargetColourKey, packedColour);
- }
- }
- }
-
- public static float TargetSize
- {
- get
- {
- return EditorPrefs.GetFloat(kComposerTargetSizeKey, 5f);
- }
-
- set
- {
- if (TargetSize != value)
- {
- EditorPrefs.SetFloat(kComposerTargetSizeKey, value);
- }
- }
- }
- }
-
- private static bool ShowCoreSettings
- {
- get { return EditorPrefs.GetBool(kCoreSettingsFoldKey, false); }
- set
- {
- if (value != ShowCoreSettings)
- {
- EditorPrefs.SetBool(kCoreSettingsFoldKey, value);
- }
- }
- }
-
- private static bool ShowComposerSettings
- {
- get { return EditorPrefs.GetBool(kComposerSettingsFoldKey, false); }
- set
- {
- if (value != ShowComposerSettings)
- {
- EditorPrefs.SetBool(kComposerSettingsFoldKey, value);
- }
- }
- }
-
- private static Texture2D sCinemachineLogoTexture = null;
- internal static Texture2D CinemachineLogoTexture
- {
- get
- {
- if (sCinemachineLogoTexture == null)
- sCinemachineLogoTexture = Resources.Load("cm_logo_sm");
- if (sCinemachineLogoTexture != null)
- sCinemachineLogoTexture.hideFlags = HideFlags.DontSaveInEditor;
- return sCinemachineLogoTexture;
- }
- }
-
- private static Texture2D sCinemachineHeader = null;
- internal static Texture2D CinemachineHeader
- {
- get
- {
- if (sCinemachineHeader == null)
- sCinemachineHeader = Resources.Load("cinemachine_header");
- ;
- if (sCinemachineHeader != null)
- sCinemachineHeader.hideFlags = HideFlags.DontSaveInEditor;
- return sCinemachineHeader;
- }
- }
-
- private static readonly string kCoreSettingsFoldKey = "CNMCN_Core_Folded";
- private static readonly string kComposerSettingsFoldKey = "CNMCN_Composer_Folded";
-
- internal static event Action AdditionalCategories = null;
-
- static CinemachineSettings()
- {
- if (CinemachineLogoTexture != null)
- {
- EditorApplication.hierarchyWindowItemOnGUI += OnHierarchyGUI;
- }
- }
-
- class Styles {
- //private static readonly GUIContent sCoreShowHiddenObjectsToggle = new GUIContent("Show Hidden Objects", "If checked, Cinemachine hidden objects will be shown in the inspector. This might be necessary to repair broken script mappings when upgrading from a pre-release version");
- public static readonly GUIContent sCoreActiveGizmosColour = new GUIContent("Active Virtual Camera", "The colour for the active virtual camera's gizmos");
- public static readonly GUIContent sCoreInactiveGizmosColour = new GUIContent("Inactive Virtual Camera", "The colour for all inactive virtual camera gizmos");
- public static readonly GUIContent sComposerOverlayOpacity = new GUIContent("Overlay Opacity", "The alpha of the composer's overlay when a virtual camera is selected with composer module enabled");
- public static readonly GUIContent sComposerHardBoundsOverlay = new GUIContent("Hard Bounds Overlay", "The colour of the composer overlay's hard bounds region");
- public static readonly GUIContent sComposerSoftBoundsOverlay = new GUIContent("Soft Bounds Overlay", "The colour of the composer overlay's soft bounds region");
- public static readonly GUIContent sComposerTargetOverlay = new GUIContent("Composer Target", "The colour of the composer overlay's target");
- public static readonly GUIContent sComposerTargetOverlayPixels = new GUIContent("Composer Target Size(px)", "The size of the composer overlay's target box in pixels");
- }
-
- private const string kCinemachineHeaderPath = "cinemachine_header.tif";
- private const string kCinemachineDocURL = @"http://www.cinemachineimagery.com/documentation/";
-
- private static Vector2 sScrollPosition = Vector2.zero;
-
-#if UNITY_2019_1_OR_NEWER
- [SettingsProvider]
- static SettingsProvider CreateProjectSettingsProvider()
- {
- var provider = new SettingsProvider("Preferences/Cinemachine", SettingsScope.User, SettingsProvider.GetSearchKeywordsFromGUIContentProperties