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o3de/Gems/StartingPointCamera/Code/Source/CameraTransformBehaviors/FollowTargetFromDistance.h

68 lines
3.0 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <CameraFramework/ICameraTransformBehavior.h>
#include <AzCore/RTTI/RTTI.h>
#include <AzCore/Math/Transform.h>
#include <LmbrCentral/Scripting/GameplayNotificationBus.h>
#include <AzCore/Memory/SystemAllocator.h>
namespace AZ
{
class ReflectContext;
}
namespace Camera
{
//////////////////////////////////////////////////////////////////////////
/// This behavior will cause the camera to follow the target by "Follow Distance"
/// meters. Zoom using action events. Use a distance of 0 for FPS style games
/// and a distance greater than 0 for a Third Person style camera
//////////////////////////////////////////////////////////////////////////
class FollowTargetFromDistance
: public ICameraTransformBehavior
, public AZ::GameplayNotificationBus::MultiHandler
{
public:
~FollowTargetFromDistance() override = default;
AZ_RTTI(FollowTargetFromDistance, "{E6BEDB2C-6812-4369-8C0F-C1E72F380E50}", ICameraTransformBehavior)
AZ_CLASS_ALLOCATOR(FollowTargetFromDistance, AZ::SystemAllocator, 0); ///< Use AZ::SystemAllocator, otherwise a CryEngine allocator will be used. This will cause the Asset Processor to crash when this object is deleted, because of the wrong uninitialisation order
static void Reflect(AZ::ReflectContext* reflection);
//////////////////////////////////////////////////////////////////////////
// ICameraTransformBehavior
void AdjustCameraTransform(float deltaTime, const AZ::Transform& initialCameraTransform, const AZ::Transform& targetTransform, AZ::Transform& inOutCameraTransform) override;
void Activate(AZ::EntityId) override;
void Deactivate() override;
//////////////////////////////////////////////////////////////////////////
// AZ::GameplayNotificationBus
void OnEventBegin(const AZStd::any&) override;
private:
//////////////////////////////////////////////////////////////////////////
// Editor helpers
float GetMinimumFollowDistance() { return m_minFollowDistance; }
float GetMaximumFollowDistance() { return m_maxFollowDistance; }
//////////////////////////////////////////////////////////////////////////
// Reflected Data
float m_minFollowDistance = 0.f;
float m_followDistance = 0.f;
float m_maxFollowDistance = 0.f;
AZStd::string m_zoomInEventName = "";
AZStd::string m_zoomOutEventName = "";
AZ::EntityId m_channelId;
float m_zoomSpeedScale = 1.f;
};
}