Struct CinemachineImpulseListener.ImpulseReaction
This controls the secondary reaction of the listener to the incoming impulse.
The impulse might be for example a sharp shock, and the secondary reaction could
be a vibration whose amplitude and duration is controlled by the size of the
original impulse. This allows different listeners to respond in different ways
to the same impulse signal.
Namespace: Cinemachine
Syntax
[Serializable]
public struct ImpulseReaction
Fields
m_AmplitudeGain
Gain to apply to the amplitudes defined in the signal source asset.
Declaration
[Tooltip("Gain to apply to the amplitudes defined in the signal source. 1 is normal. Setting this to 0 completely mutes the signal.")]
public float m_AmplitudeGain
Field Value
Type | Description |
---|---|
Single |
m_Duration
How long the secondary reaction lasts.
Declaration
[Tooltip("How long the secondary reaction lasts.")]
public float m_Duration
Field Value
Type | Description |
---|---|
Single |
m_FrequencyGain
Scale factor to apply to the time axis.
Declaration
[Tooltip("Scale factor to apply to the time axis. 1 is normal. Larger magnitudes will make the signal progress more rapidly.")]
public float m_FrequencyGain
Field Value
Type | Description |
---|---|
Single |
m_SecondaryNoise
Secondary shake that will be triggered by the primary impulse
Declaration
[Tooltip("Secondary shake that will be triggered by the primary impulse.")]
public NoiseSettings m_SecondaryNoise
Field Value
Type | Description |
---|---|
NoiseSettings |
Methods
GetReaction(Single, Vector3, out Vector3, out Quaternion)
Get the rection effect for a given impulse at a given time.
Declaration
public bool GetReaction(float deltaTime, Vector3 impulsePos, out Vector3 pos, out Quaternion rot)
Parameters
Type | Name | Description |
---|---|---|
Single | deltaTime | Current time interval |
Vector3 | impulsePos | The input impulse signal at this time |
Vector3 | pos | output reaction position delta |
Quaternion | rot | output reaction rotation delta |
Returns
Type | Description |
---|---|
Boolean | True if thewre is a reaction effect, false otherwise |
ReSeed()
Generate a new random seed
Declaration
public void ReSeed()