This feedback will let you change the priorities of your cameras. It requires a bit of setup : adding a MMCinemachinePriorityListener to your different cameras, with unique Channel values on them. Optionally, you can add a MMCinemachinePriorityBrainListener on your Cinemachine Brain to handle different transition types and durations. Then all you have to do is pick a channel and a new priority on your feedback, and play it. Magic transition!
More...
|
override void | CustomPlayFeedback (Vector3 position, float attenuation=1.0f) |
| Triggers a priority change on listening virtual cameras More...
|
|
virtual IEnumerator | PlayCoroutine (Vector3 position, float attenuation=1.0f) |
| An internal coroutine delaying the initial play of the feedback More...
|
|
virtual void | RegularPlay (Vector3 position, float attenuation=1.0f) |
| Triggers delaying coroutines if needed More...
|
|
virtual IEnumerator | InfinitePlay (Vector3 position, float attenuation=1.0f) |
| Internal coroutine used for repeated play without end More...
|
|
virtual IEnumerator | RepeatedPlay (Vector3 position, float attenuation=1.0f) |
| Internal coroutine used for repeated play More...
|
|
virtual IEnumerator | SequenceCoroutine (Vector3 position, float attenuation=1.0f) |
| A coroutine used to play this feedback on a sequence More...
|
|
virtual void | CustomInitialization (GameObject owner) |
| This method describes all custom initialization processes the feedback requires, in addition to the main Initialization method More...
|
|
virtual void | CustomStopFeedback (Vector3 position, float attenuation=1.0f) |
| This method describes what happens when the feedback gets stopped More...
|
|
virtual void | CustomReset () |
| This method describes what happens when the feedback gets reset More...
|
|
|
override float | FeedbackDuration [get] |
| sets the inspector color for this feedback More...
|
|
GameObject | Owner [get, set] |
| the Owner of the feedback, as defined when calling the Initialization method More...
|
|
virtual YieldInstruction | Pause [get] |
| set this to true if your feedback should pause the execution of the feedback sequence More...
|
|
virtual bool | HoldingPause [get] |
| if this is true, this feedback will wait until all previous feedbacks have run More...
|
|
virtual bool | LooperPause [get] |
| if this is true, this feedback will wait until all previous feedbacks have run, then run all previous feedbacks again More...
|
|
virtual bool | LooperStart [get] |
| if this is true, this feedback will wait until all previous feedbacks have run, then run all previous feedbacks again More...
|
|
virtual bool | InCooldown [get] |
| returns true if this feedback is in cooldown at this time (and thus can't play), false otherwise More...
|
|
float | FeedbackTime [get] |
| the time (or unscaled time) based on the selected Timing settings More...
|
|
float | FeedbackDeltaTime [get] |
| the delta time (or unscaled delta time) based on the selected Timing settings More...
|
|
virtual float | FeedbackStartedAt [get] |
|
virtual float | FeedbackDuration [get] |
|
virtual bool | FeedbackPlaying [get] |
| whether or not this feedback is playing right now More...
|
|
This feedback will let you change the priorities of your cameras. It requires a bit of setup : adding a MMCinemachinePriorityListener to your different cameras, with unique Channel values on them. Optionally, you can add a MMCinemachinePriorityBrainListener on your Cinemachine Brain to handle different transition types and durations. Then all you have to do is pick a channel and a new priority on your feedback, and play it. Magic transition!
◆ CustomPlayFeedback()
override void MoreMountains.FeedbacksForThirdParty.MMFeedbackCinemachineTransition.CustomPlayFeedback |
( |
Vector3 |
position, |
|
|
float |
attenuation = 1.0f |
|
) |
| |
|
protectedvirtual |
◆ BlendDefintion
CinemachineBlendDefinition MoreMountains.FeedbacksForThirdParty.MMFeedbackCinemachineTransition.BlendDefintion |
the new blend definition to apply
◆ Channel
int MoreMountains.FeedbacksForThirdParty.MMFeedbackCinemachineTransition.Channel = 0 |
◆ Duration
float MoreMountains.FeedbacksForThirdParty.MMFeedbackCinemachineTransition.Duration = 0.5f |
the duration of the shake in seconds
◆ ForceMaxPriority
bool MoreMountains.FeedbacksForThirdParty.MMFeedbackCinemachineTransition.ForceMaxPriority = true |
whether or not to force all virtual cameras on other channels to reset their priority to zero
◆ ForceTransition
bool MoreMountains.FeedbacksForThirdParty.MMFeedbackCinemachineTransition.ForceTransition = false |
whether or not to apply a new blend
◆ NewPriority
int MoreMountains.FeedbacksForThirdParty.MMFeedbackCinemachineTransition.NewPriority = 10 |
the new priority to apply to all virtual cameras on the specified channel
◆ ResetValuesAfterTransition
bool MoreMountains.FeedbacksForThirdParty.MMFeedbackCinemachineTransition.ResetValuesAfterTransition = true |
whether or not to reset the target's values after shake
◆ FeedbackDuration
override float MoreMountains.FeedbacksForThirdParty.MMFeedbackCinemachineTransition.FeedbackDuration |
|
get |
sets the inspector color for this feedback
the duration of this feedback is the duration of the shake
The documentation for this class was generated from the following file: