![]() |
Adventure Creator
1.76.2
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
|
Public Member Functions | |
override void | _Update () |
bool | IsPlaying () |
Checks if the AnimationClip "clip" is playing. More... | |
void | PlayClip () |
override void | MoveCameraInstant () |
![]() | |
override Vector2 | CreateRotationOffset () |
Returns a vector by which to tweak the camera's rotation. The x-axis will control the spin, and the y-axis will control the pitch. More... | |
void | ShowCursorInfluenceGUI () |
![]() | |
virtual void | SwitchTarget (Transform _target) |
Switches the camera's target. More... | |
virtual bool | Is2D () |
Checks if the camera is for 2D games. This is necessary for working out if the MainCamera needs to change its projection matrix. More... | |
virtual void | ResetTarget () |
void | SetSplitScreen () |
void | RemoveSplitScreen () |
virtual Vector2 | GetPerspectiveOffset () |
Gets the actual horizontal and vertical panning offsets. More... | |
bool | IsActive () |
Checks if the Camera is currently the MainCamera's active camera (attachedCamera) More... | |
void | MakeActive () |
Public Attributes | |
AnimationClip | clip |
bool | loopClip |
bool | playOnStart |
AnimatedCameraType | animatedCameraType = AnimatedCameraType.PlayWhenActive |
Paths | pathToFollow |
![]() | |
bool | followCursor = false |
Vector2 | cursorInfluence = new Vector2 (0.3f, 0.1f) |
bool | constrainCursorInfluenceX = false |
Vector2 | limitCursorInfluenceX |
bool | constrainCursorInfluenceY = false |
Vector2 | limitCursorInfluenceY |
float | followCursorSpeed = 3f |
CutsceneBehaviour | cutsceneBehaviour = CutsceneBehaviour.Freeze |
![]() | |
bool | targetIsPlayer = true |
Transform | target |
bool | isDragControlled = false |
float | focalDistance = 10f |
Protected Member Functions | |
override void | Start () |
void | MoveCamera () |
float | GetProgress () |
Vector3 | GetNearestPointOnSegment (Vector3 p1, Vector3 p2) |
![]() | |
virtual void | Awake () |
virtual void | OnEnable () |
virtual void | OnDisable () |
Vector3 | PositionRelativeToCamera (Vector3 _position) |
Vector3 | RightVector () |
Vector3 | ForwardVector () |
float | ConstrainAxis (float desired, Vector2 range, bool isAngle=false) |
Protected Attributes | |
Animation | _animation |
float | pathLength |
![]() | |
Vector2 | actualCursorOffset |
![]() | |
Char | targetChar |
Camera | _camera |
Vector2 | inputMovement |
bool | is2D = false |
Additional Inherited Members | |
![]() | |
enum | CutsceneBehaviour { Freeze, Allow, Reset } |
![]() | |
Transform | Target [get] |
Transform | CameraTransform [get] |
Transform | Transform [get] |
Camera | Camera [get] |
bool | isFor2D [get, set] |
virtual TransparencySortMode | TransparencySortMode [get] |
Vector3 | TargetForward [get] |
virtual bool | CursorOffsetForcesTranslation [get] |
A camera that plays an animation when it is made active. The animation will either play normally, or alternatively, set match its normalised time with the target's position along a Paths object - allowing for fancy camera movement as the Player moves around a scene.
|
virtual |
Updates the camera. This is called every frame by StateHandler.
Reimplemented from AC._Camera.
bool AC.GameCameraAnimated.IsPlaying | ( | ) |
Checks if the AnimationClip "clip" is playing.
|
virtual |
Moves the camera instantly to its destination.
Reimplemented from AC._Camera.
void AC.GameCameraAnimated.PlayClip | ( | ) |
Plays the AnimationClip "clip" if animatedCameraType = AnimatedCameraType.PlayWhenActive.
AnimatedCameraType AC.GameCameraAnimated.animatedCameraType = AnimatedCameraType.PlayWhenActive |
How animations are played (PlayWhenActive, SyncWithTargetMovement)
AnimationClip AC.GameCameraAnimated.clip |
The animation to play when this camera is made active
bool AC.GameCameraAnimated.loopClip |
If True, and animatedCameraType = AnimatedCameraType.PlayWhenActive, then the animation will loop
Paths AC.GameCameraAnimated.pathToFollow |
The Paths object to sync with animation, animatedCameraType = AnimatedCameraType.SyncWithTargetMovement
bool AC.GameCameraAnimated.playOnStart |
If True, and animatedCameraType = AnimatedCameraType.PlayWhenActive, then the animation will play when the scene begins, rather than waiting for it to become active