ADD: 야모 카메라 컴포지팅 스크립트

This commit is contained in:
Yamo4490 2025-08-15 11:29:01 +09:00
parent 4283164a7f
commit ad144a3092
32 changed files with 1099 additions and 0 deletions

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{
"name": "CameraComposition",
"rootNamespace": "",
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/* This file is part of the "Camera Composition" editor tool by Jordan Cassady.
* You are only permitted to use this software if purchased and downloaded from
* the Unity Asset Store. You shall not sell, license, transfer, distribute or
* otherwise make this software available to any third party.
*/
// You are only permitted to use this package if purchased and downloaded
using UnityEngine;
using UnityEngine.UI;
namespace JordanCassady
{
/// <summary>
/// Provide access to the composition overlay properties and methods for
/// manipulating the Image component from the editor window.
/// </summary>
[RequireComponent(typeof(Image))]
public class CompositionOverlay : MonoBehaviour
{
#region PROPERTIES
public bool IsActive { get { return GetComponent<Image>().enabled; } }
public float Opacity { get { return GetComponent<Image>().color.a; } }
#endregion
public void Activate(bool activate)
{
GetComponent<Image>().enabled = activate;
}
/// <summary>
/// Invert line color from white to black or vice versa.
/// </summary>
/// <param name="invert"></param>
/// <returns></returns>
public bool InvertLineColor(bool invert)
{
if (invert)
{
GetComponent<Image>().color = Color.black;
} else {
GetComponent<Image>().color = Color.white;
}
return invert;
}
/// <summary>
/// Update the grid overlay opacity by changing the Image alpha value.
/// </summary>
/// <param name="alpha"></param>
public void UpdateOpacity(float alpha)
{
var image = GetComponent<Image>();
GetComponent<Image>().color = new Color(image.color.r, image.color.g, image.color.b, alpha);
}
/// <summary>
/// Update the orientation of the overlay image.
/// </summary>
/// <param name="orientation"></param>/
public void Position(string orientation)
{
if (orientation == "Bottom Right")
{
GetComponent<Image>().transform.rotation = Quaternion.Euler(0, 0, 0);
}
else if (orientation == "Bottom Left")
{
GetComponent<Image>().transform.rotation = Quaternion.Euler(-180, 0, -180);
}
else if (orientation == "Top Right")
{
GetComponent<Image>().transform.rotation = Quaternion.Euler(-180, 0, 0);
}
else if (orientation == "Top Left")
{
GetComponent<Image>().transform.rotation = Quaternion.Euler(0, 0, -180);
}
}
}
}

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#if UNITY_EDITOR
using UnityEngine;
using UnityEditor;
namespace JordanCassady
{
public class CameraComposition : EditorWindow
{
#region PROPERTIES
private GameObject compositionObject;
private GUIStyle guiStyle;
private int tabIndex;
private GameObject targetCamera;
private Vector3 revertCameraPosition;
private Quaternion revertCameraRotation;
#endregion
private readonly string[] tabNames = { "Rule of Thirds", "Diagonal", "Golden Ratio", "Golden Spiral", "Cross" };
private Color greyColor = new Color(56f / 255f, 56f / 255f, 56f / 255f, 1f);
[MenuItem("Tools/Camera Composition")]
public static void ShowWindow()
{
var window = GetWindow<CameraComposition>("Camera Composition");
window.minSize = new Vector2(370, 186);
}
private void OnEnable()
{
InitGUIStyle();
}
private void OnDestroy()
{
if (compositionObject != null)
{
DestroyImmediate(compositionObject);
}
}
private void OnGUI()
{
if (compositionObject == null)
{
compositionObject = Instantiate(Resources.Load<GameObject>("Prefabs/Camera Composition"));
}
DrawTabSection();
DrawOverrideSection();
DrawCameraSection();
}
private void InitGUIStyle()
{
guiStyle = new GUIStyle
{
fontSize = 12,
fontStyle = FontStyle.Bold,
normal = { textColor = Color.white }
};
}
private void DrawTabSection()
{
tabIndex = GUILayout.Toolbar(tabIndex, tabNames);
GUILayout.Space(10);
if (compositionObject == null) return;
GameObject overlayObject = compositionObject.transform.GetChild(tabIndex).gameObject;
DrawGridSection(overlayObject);
DrawColorSection(overlayObject);
DrawOpacitySection(overlayObject);
if (tabIndex == 3) // Golden Spiral만 회전 지원
{
DrawRotationSection(overlayObject);
}
}
private void DrawGridSection(GameObject overlayObject)
{
GUILayout.Label("Grid", guiStyle);
GUILayout.BeginHorizontal();
if (GUILayout.Button("On", GUILayout.Height(20)))
overlayObject.GetComponent<CompositionOverlay>().Activate(true);
if (GUILayout.Button("Off", GUILayout.Height(20)))
overlayObject.GetComponent<CompositionOverlay>().Activate(false);
GUILayout.EndHorizontal();
GUILayout.Space(10);
}
private void DrawRotationSection(GameObject overlayObject)
{
GUILayout.Label("Rotation", guiStyle);
GUILayout.BeginHorizontal();
if (GUILayout.Button("↶ Top Left", GUILayout.Height(30)))
{
overlayObject.GetComponent<CompositionOverlay>().Position("Top Left");
ToggleGrid(overlayObject);
}
if (GUILayout.Button("↷ Top Right", GUILayout.Height(30)))
{
overlayObject.GetComponent<CompositionOverlay>().Position("Top Right");
ToggleGrid(overlayObject);
}
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
if (GUILayout.Button("↶ Bottom Left", GUILayout.Height(30)))
{
overlayObject.GetComponent<CompositionOverlay>().Position("Bottom Left");
ToggleGrid(overlayObject);
}
if (GUILayout.Button("↷ Bottom Right", GUILayout.Height(30)))
{
overlayObject.GetComponent<CompositionOverlay>().Position("Bottom Right");
ToggleGrid(overlayObject);
}
GUILayout.EndHorizontal();
GUILayout.Space(10);
}
private void DrawColorSection(GameObject overlayObject)
{
GUILayout.Label("Color", guiStyle);
GUILayout.BeginHorizontal();
if (GUILayout.Button("White", GUILayout.Height(20)))
{
overlayObject.GetComponent<CompositionOverlay>().InvertLineColor(false);
ToggleGrid(overlayObject);
}
if (GUILayout.Button("Black", GUILayout.Height(20)))
{
overlayObject.GetComponent<CompositionOverlay>().InvertLineColor(true);
ToggleGrid(overlayObject);
}
GUILayout.EndHorizontal();
GUILayout.Space(10);
}
private void DrawOpacitySection(GameObject overlayObject)
{
GUILayout.Label("Opacity", guiStyle);
var opacity = overlayObject.GetComponent<CompositionOverlay>().Opacity;
opacity = EditorGUILayout.Slider(opacity, 0f, 1f);
overlayObject.GetComponent<CompositionOverlay>().UpdateOpacity(opacity);
ToggleGrid(overlayObject);
GUILayout.Space(10);
}
private void DrawOverrideSection()
{
GUILayout.Label("Overrides", guiStyle);
if (GUILayout.Button("Turn Off All Grids", GUILayout.Height(20)))
{
if (compositionObject != null)
{
foreach (Transform overlayObject in compositionObject.transform)
{
overlayObject.gameObject.GetComponent<CompositionOverlay>().Activate(false);
}
}
}
GUILayout.Space(10);
}
private void DrawCameraSection()
{
GUILayout.Label("Target Camera", guiStyle);
targetCamera = (GameObject)EditorGUILayout.ObjectField(targetCamera, typeof(GameObject), true);
if (targetCamera == null)
{
EditorGUILayout.HelpBox("Select a target camera to adjust position & rotation.", MessageType.Info);
return;
}
GUILayout.Space(10);
GUILayout.Label("Position", guiStyle);
Undo.RecordObject(targetCamera.transform, "Camera Position Change");
targetCamera.transform.position = EditorGUILayout.Vector3Field("", targetCamera.transform.position);
GUILayout.Label("Rotation", guiStyle);
Undo.RecordObject(targetCamera.transform, "Camera Rotation Change");
Vector3 rotationVector = EditorGUILayout.Vector3Field("", targetCamera.transform.rotation.eulerAngles);
targetCamera.transform.rotation = Quaternion.Euler(rotationVector);
GUILayout.Space(10);
GUILayout.BeginHorizontal();
if (GUILayout.Button("Align Camera With Scene View", GUILayout.Height(25)))
{
revertCameraPosition = targetCamera.transform.position;
revertCameraRotation = targetCamera.transform.rotation;
SceneView sceneView = SceneView.lastActiveSceneView;
targetCamera.transform.position = sceneView.camera.transform.position;
targetCamera.transform.rotation = sceneView.camera.transform.rotation;
}
if (GUILayout.Button("Revert", GUILayout.Height(25)))
{
targetCamera.transform.position = revertCameraPosition;
targetCamera.transform.rotation = revertCameraRotation;
}
GUILayout.EndHorizontal();
}
private void ToggleGrid(GameObject overlayObject)
{
if (overlayObject.GetComponent<CompositionOverlay>().IsActive)
{
overlayObject.GetComponent<CompositionOverlay>().Activate(false);
overlayObject.GetComponent<CompositionOverlay>().Activate(true);
}
}
}
}
#endif

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