UnityGame/Library/PackageCache/com.unity.render-pipelines.core/Runtime/Camera/CameraSwitcher.cs

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2024-10-27 10:53:47 +03:00
using UnityEngine;
namespace UnityEngine.Rendering
{
/// <summary>
/// Utility component allowing users to setup many different static camera and cycle through their positions using the Debug Window.
/// </summary>
[CoreRPHelpURLAttribute("Camera-Switcher")]
public class CameraSwitcher : MonoBehaviour
{
/// <summary>
/// List of target cameras.
/// </summary>
public Camera[] m_Cameras;
private int m_CurrentCameraIndex = -1;
private Camera m_OriginalCamera = null;
private Vector3 m_OriginalCameraPosition;
private Quaternion m_OriginalCameraRotation;
private Camera m_CurrentCamera = null;
GUIContent[] m_CameraNames = null;
int[] m_CameraIndices = null;
DebugUI.EnumField m_DebugEntry;
//saved enum fields for when repainting
int m_DebugEntryEnumIndex;
void OnEnable()
{
m_OriginalCamera = GetComponent<Camera>();
m_CurrentCamera = m_OriginalCamera;
if (m_OriginalCamera == null)
{
Debug.LogError("Camera Switcher needs a Camera component attached");
return;
}
m_CurrentCameraIndex = GetCameraCount() - 1;
m_CameraNames = new GUIContent[GetCameraCount()];
m_CameraIndices = new int[GetCameraCount()];
for (int i = 0; i < m_Cameras.Length; ++i)
{
Camera cam = m_Cameras[i];
if (cam != null)
{
m_CameraNames[i] = new GUIContent(cam.name);
}
else
{
m_CameraNames[i] = new GUIContent("null");
}
m_CameraIndices[i] = i;
}
m_CameraNames[GetCameraCount() - 1] = new GUIContent("Original Camera");
m_CameraIndices[GetCameraCount() - 1] = GetCameraCount() - 1;
m_DebugEntry = new DebugUI.EnumField { displayName = "Camera Switcher", getter = () => m_CurrentCameraIndex, setter = value => SetCameraIndex(value), enumNames = m_CameraNames, enumValues = m_CameraIndices, getIndex = () => m_DebugEntryEnumIndex, setIndex = value => m_DebugEntryEnumIndex = value };
var panel = DebugManager.instance.GetPanel("Camera", true);
panel.children.Add(m_DebugEntry);
}
void OnDisable()
{
if (m_DebugEntry != null && m_DebugEntry.panel != null)
{
var panel = m_DebugEntry.panel;
panel.children.Remove(m_DebugEntry);
}
}
int GetCameraCount()
{
return m_Cameras.Length + 1; // We need +1 for handling the original camera.
}
Camera GetNextCamera()
{
if (m_CurrentCameraIndex == m_Cameras.Length)
return m_OriginalCamera;
else
return m_Cameras[m_CurrentCameraIndex];
}
void SetCameraIndex(int index)
{
if (index > 0 && index < GetCameraCount())
{
m_CurrentCameraIndex = index;
if (m_CurrentCamera == m_OriginalCamera)
{
m_OriginalCameraPosition = m_OriginalCamera.transform.position;
m_OriginalCameraRotation = m_OriginalCamera.transform.rotation;
}
m_CurrentCamera = GetNextCamera();
if (m_CurrentCamera != null)
{
// If we witch back to the original camera, put back the transform in it.
if (m_CurrentCamera == m_OriginalCamera)
{
m_OriginalCamera.transform.position = m_OriginalCameraPosition;
m_OriginalCamera.transform.rotation = m_OriginalCameraRotation;
}
transform.position = m_CurrentCamera.transform.position;
transform.rotation = m_CurrentCamera.transform.rotation;
}
}
}
}
}