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deprecate RangeSliderAttribute (#944)
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glabute committed Mar 8, 2024
1 parent c97b6a7 commit 5e1e1b5
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Expand Up @@ -76,7 +76,7 @@ public struct Preset
/// 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
/// </summary>
[RangeSlider(1f, 179f)]
[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")]
[FormerlySerializedAs("m_FieldOfView")]
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Expand Up @@ -62,7 +62,7 @@ public class CinemachineConfiner2D : CinemachineExtension

/// <summary>Damping applied automatically around corners to avoid jumps.</summary>
[Tooltip("Damping applied around corners to avoid jumps. Higher numbers are more gradual.")]
[RangeSlider(0, 5)]
[Range(0, 5)]
[FormerlySerializedAs("m_Damping")]
public float Damping;

Expand Down
Expand Up @@ -95,23 +95,23 @@ public enum ResolutionStrategy
/// Upper limit on how many obstacle hits to process. Higher numbers may impact performance.
/// In most environments, 4 is enough.
/// </summary>
[RangeSlider(1, 10)]
[Range(1, 10)]
[Tooltip("Upper limit on how many obstacle hits to process. Higher numbers may impact performance. "
+ "In most environments, 4 is enough.")]
public int MaximumEffort;

/// <summary>
/// Smoothing to apply to obstruction resolution. Nearest camera point is held for at least this long.
/// </summary>
[RangeSlider(0, 2)]
[Range(0, 2)]
[Tooltip("Smoothing to apply to obstruction resolution. Nearest camera point is held for at least this long")]
public float SmoothingTime;

/// <summary>
/// How gradually the camera returns to its normal position after having been corrected.
/// Higher numbers will move the camera more gradually back to normal.
/// </summary>
[RangeSlider(0, 10)]
[Range(0, 10)]
[Tooltip("How gradually the camera returns to its normal position after having been corrected. "
+ "Higher numbers will move the camera more gradually back to normal.")]
public float Damping;
Expand All @@ -120,7 +120,7 @@ public enum ResolutionStrategy
/// How gradually the camera moves to resolve an occlusion.
/// Higher numbers will move the camera more gradually.
/// </summary>
[RangeSlider(0, 10)]
[Range(0, 10)]
[Tooltip("How gradually the camera moves to resolve an occlusion. "
+ "Higher numbers will move the camera more gradually.")]
public float DampingWhenOccluded;
Expand Down
Expand Up @@ -24,7 +24,7 @@ public class CinemachineFollowZoom : CinemachineExtension

/// <summary>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. </summary>
[RangeSlider(0f, 20f)]
[Range(0f, 20f)]
[Tooltip("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.")]
[FormerlySerializedAs("m_Damping")]
Expand Down
Expand Up @@ -33,7 +33,7 @@ public enum FramingModes
/// <summary>How much of the screen to fill with the bounding box of the targets.</summary>
[Tooltip("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.")]
[RangeSlider(0, 2)]
[Range(0, 2)]
public float FramingSize = 0.8f;

/// <summary>A nonzero value will offset the group in the camera frame.</summary>
Expand All @@ -42,7 +42,7 @@ public enum FramingModes

/// <summary>How aggressively the camera tries to frame the group.
/// Small numbers are more responsive</summary>
[RangeSlider(0, 20)]
[Range(0, 20)]
[Tooltip("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 heavier "
+ "more slowly responding camera.")]
Expand Down
Expand Up @@ -52,15 +52,15 @@ public class CinemachineRecomposer : CinemachineExtension
/// <summary>
/// Lowering this value relaxes the camera's attention to the Follow target (normal = 1)
/// </summary>
[RangeSlider(0, 1)]
[Range(0, 1)]
[Tooltip("Lowering this value relaxes the camera's attention to the Follow target (normal = 1)")]
[FormerlySerializedAs("m_FollowAttachment")]
public float FollowAttachment;

/// <summary>
/// Lowering this value relaxes the camera's attention to the LookAt target (normal = 1)
/// </summary>
[RangeSlider(0, 1)]
[Range(0, 1)]
[Tooltip("Lowering this value relaxes the camera's attention to the LookAt target (normal = 1)")]
[FormerlySerializedAs("m_LookAtAttachment")]
public float LookAtAttachment;
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Expand Up @@ -58,7 +58,7 @@ public enum FillStrategy
/// </summary>
[Tooltip("The opacity of the image. 0 is transparent, 1 is opaque")]
[FormerlySerializedAs("m_Alpha")]
[RangeSlider(0, 1)]
[Range(0, 1)]
public float Alpha = 1;

/// <summary>
Expand Down Expand Up @@ -99,7 +99,7 @@ public enum FillStrategy
/// <summary>
/// Wipe the image on and off horizontally
/// </summary>
[RangeSlider(-1, 1)]
[Range(-1, 1)]
[Tooltip("Wipe the image on and off horizontally")]
[FormerlySerializedAs("m_SplitView")]
public float SplitView = 0f;
Expand Down
Expand Up @@ -518,7 +518,7 @@ public struct Settings
/// determines final placement on the Y axis</summary>
[Tooltip("Controls how taut is the line that connects the rigs' orbits, "
+ "which determines final placement on the Y axis")]
[RangeSlider(0f, 1f)]
[Range(0f, 1f)]
public float SplineCurvature;

/// <summary>Default orbit rig</summary>
Expand Down
Expand Up @@ -105,7 +105,7 @@ public struct DampingSettings

/// <summary>How aggressively the camera tries to maintain the desired rotation.
/// This is only used if Camera Rotation is not Default.</summary>
[RangeSlider(0f, 20f)]
[Range(0f, 20f)]
[Tooltip("How aggressively the camera tries to maintain the desired rotation. "
+ "This is only used if Camera Rotation is not Default.")]
public float Angular;
Expand Down
Expand Up @@ -44,7 +44,7 @@ public class CinemachineThirdPersonFollow : CinemachineComponentBase

/// <summary>Specifies which shoulder (left, right, or in-between) the camera is on.</summary>
[Tooltip("Specifies which shoulder (left, right, or in-between) the camera is on")]
[RangeSlider(0, 1)]
[Range(0, 1)]
public float CameraSide;

/// <summary>How far behind the hand the camera will be placed.</summary>
Expand Down Expand Up @@ -80,14 +80,14 @@ public struct ObstacleSettings
/// Specifies how close the camera can get to obstacles
/// </summary>
[Tooltip("Specifies how close the camera can get to obstacles")]
[RangeSlider(0, 1)]
[Range(0, 1)]
public float CameraRadius;

/// <summary>
/// How gradually the camera moves to correct for occlusions.
/// Higher numbers will move the camera more gradually.
/// </summary>
[RangeSlider(0, 10)]
[Range(0, 10)]
[Tooltip("How gradually the camera moves to correct for occlusions. " +
"Higher numbers will move the camera more gradually.")]
public float DampingIntoCollision;
Expand All @@ -96,7 +96,7 @@ public struct ObstacleSettings
/// How gradually the camera returns to its normal position after having been corrected by the built-in
/// collision resolution system. Higher numbers will move the camera more gradually back to normal.
/// </summary>
[RangeSlider(0, 10)]
[Range(0, 10)]
[Tooltip("How gradually the camera returns to its normal position after having been corrected by the built-in " +
"collision resolution system. Higher numbers will move the camera more gradually back to normal.")]
public float DampingFromCollision;
Expand Down
Expand Up @@ -56,6 +56,7 @@ public EnabledPropertyAttribute(string enabledProperty = "Enabled", string toggl
/// <summary>
/// Property applied to int or float fields to generate a slider in the inspector.
/// </summary>
[Obsolete("Use RangeAttribute instead")]
public sealed class RangeSliderAttribute : PropertyAttribute
{
/// <summary>Minimum value for the range slider</summary>
Expand Down
10 changes: 5 additions & 5 deletions com.unity.cinemachine/Runtime/Core/LensSettings.cs
Expand Up @@ -16,7 +16,7 @@ public struct LensSettings
/// be in horizontal degress. Internally, it is always vertical degrees.
/// For cinematic people, a 50mm lens on a super-35mm sensor would equal a 19.6 degree FOV.
/// </summary>
[RangeSlider(1f, 179f)]
[Range(1f, 179f)]
[Tooltip("This is the camera vertical field of view in degrees. Display will be in vertical degress, unless the "
+ "associated camera has its FOV axis setting set to Horizontal, in which case display will "
+ "be in horizontal degress. Internally, it is always vertical degrees. "
Expand Down Expand Up @@ -114,12 +114,12 @@ public struct PhysicalSettings

/// <summary>The aperture number, in f-stop</summary>
[Tooltip("The aperture number, in f-stop")]
[RangeSlider(Camera.kMinAperture, Camera.kMaxAperture)]
[Range(Camera.kMinAperture, Camera.kMaxAperture)]
public float Aperture;

/// <summary>The number of diaphragm blades</summary>
[Tooltip("The number of diaphragm blades")]
[RangeSlider(Camera.kMinBladeCount, Camera.kMaxBladeCount)]
[Range(Camera.kMinBladeCount, Camera.kMaxBladeCount)]
public int BladeCount;

/// <summary>Maps an aperture range to blade curvature</summary>
Expand All @@ -129,14 +129,14 @@ public struct PhysicalSettings

/// <summary>The strength of the "cat-eye" effect on bokeh (optical vignetting)</summary>
[Tooltip("The strength of the \"cat-eye\" effect on bokeh (optical vignetting)")]
[RangeSlider(0, 1)]
[Range(0, 1)]
public float BarrelClipping;

/// <summary>Stretches the sensor to simulate an anamorphic look. Positive values distort
/// the camera vertically, negative values distore the camera horizontally</summary>
[Tooltip("Stretches the sensor to simulate an anamorphic look. Positive values distort the "
+ "camera vertically, negative values distort the camera horizontally")]
[RangeSlider(-1, 1)]
[Range(-1, 1)]
public float Anamorphism;
}

Expand Down
4 changes: 2 additions & 2 deletions com.unity.cinemachine/Runtime/Core/LookaheadSettings.cs
Expand Up @@ -21,14 +21,14 @@ public struct LookaheadSettings
+ "Note that this setting is sensitive to noisy animation, and can amplify the noise, resulting "
+ "in undesirable jitter. If the camera jitters unacceptably when the target is in motion, "
+ "turn down this setting, or animate the target more smoothly.")]
[RangeSlider(0f, 1f)]
[Range(0f, 1f)]
public float Time;

/// <summary>Controls the smoothness of the lookahead algorithm. Larger values smooth out
/// jittery predictions and also increase prediction lag</summary>
[Tooltip("Controls the smoothness of the lookahead algorithm. Larger values smooth "
+ "out jittery predictions and also increase prediction lag")]
[RangeSlider(0, 30)]
[Range(0, 30)]
public float Smoothing;

/// <summary>If checked, movement along the Y axis will be ignored for lookahead calculations</summary>
Expand Down
2 changes: 1 addition & 1 deletion com.unity.cinemachine/Runtime/Core/TargetTracking.cs
Expand Up @@ -80,7 +80,7 @@ public struct TrackerSettings

/// <summary>How aggressively the camera tries to track the target's rotation.
/// Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.</summary>
[RangeSlider(0f, 20f)]
[Range(0f, 20f)]
[Tooltip("How aggressively the camera tries to track the target's rotation. "
+ "Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.")]
public float QuaternionDamping;
Expand Down
Expand Up @@ -45,7 +45,7 @@ public class Cinemachine3rdPersonFollow : CinemachineComponentBase

/// <summary>Specifies which shoulder (left, right, or in-between) the camera is on.</summary>
[Tooltip("Specifies which shoulder (left, right, or in-between) the camera is on")]
[RangeSlider(0, 1)]
[Range(0, 1)]
public float CameraSide;

/// <summary>How far behind the hand the camera will be placed.</summary>
Expand All @@ -71,14 +71,14 @@ public class Cinemachine3rdPersonFollow : CinemachineComponentBase
/// Specifies how close the camera can get to obstacles
/// </summary>
[Tooltip("Specifies how close the camera can get to obstacles")]
[RangeSlider(0, 1)]
[Range(0, 1)]
public float CameraRadius;

/// <summary>
/// How gradually the camera moves to correct for occlusions.
/// Higher numbers will move the camera more gradually.
/// </summary>
[RangeSlider(0, 10)]
[Range(0, 10)]
[Tooltip("How gradually the camera moves to correct for occlusions. " +
"Higher numbers will move the camera more gradually.")]
public float DampingIntoCollision;
Expand All @@ -87,7 +87,7 @@ public class Cinemachine3rdPersonFollow : CinemachineComponentBase
/// How gradually the camera returns to its normal position after having been corrected by the built-in
/// collision resolution system. Higher numbers will move the camera more gradually back to normal.
/// </summary>
[RangeSlider(0, 10)]
[Range(0, 10)]
[Tooltip("How gradually the camera returns to its normal position after having been corrected by the built-in " +
"collision resolution system. Higher numbers will move the camera more gradually back to normal.")]
public float DampingFromCollision;
Expand Down

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