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    Class CinemachineComponentBase

    An abstract representation of a mutator acting on a CinemachineCamera

    Inheritance
    Object
    Object
    Component
    Behaviour
    MonoBehaviour
    CinemachineComponentBase
    Cinemachine3rdPersonFollow
    CinemachineBasicMultiChannelPerlin
    CinemachineComposer
    CinemachineFollow
    CinemachineFramingTransposer
    CinemachineHardLockToTarget
    CinemachineHardLookAt
    CinemachineOrbitalFollow
    CinemachinePanTilt
    CinemachinePositionComposer
    CinemachinePOV
    CinemachineRotationComposer
    CinemachineSameAsFollowTarget
    CinemachineSplineDolly
    CinemachineThirdPersonFollow
    CinemachineTrackedDolly
    CinemachineTransposer
    Inherited Members
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(String, Single)
    MonoBehaviour.InvokeRepeating(String, Single, Single)
    MonoBehaviour.CancelInvoke(String)
    MonoBehaviour.IsInvoking(String)
    MonoBehaviour.StartCoroutine(String)
    MonoBehaviour.StartCoroutine(String, Object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(String)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(Object)
    MonoBehaviour.destroyCancellationToken
    MonoBehaviour.useGUILayout
    MonoBehaviour.runInEditMode
    Behaviour.enabled
    Behaviour.isActiveAndEnabled
    Component.GetComponent(Type)
    Component.GetComponent<T>()
    Component.TryGetComponent(Type, Component)
    Component.TryGetComponent<T>(T)
    Component.GetComponent(String)
    Component.GetComponentInChildren(Type, Boolean)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(Boolean)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, Boolean)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(Boolean)
    Component.GetComponentsInChildren<T>(Boolean, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type, Boolean)
    Component.GetComponentInParent(Type)
    UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, Boolean)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(Boolean)
    Component.GetComponentsInParent<T>(Boolean, List<T>)
    Component.GetComponentsInParent<T>()
    Component.GetComponents(Type)
    Component.GetComponents(Type, List<Component>)
    Component.GetComponents<T>(List<T>)
    Component.GetComponents<T>()
    Component.CompareTag(String)
    Component.SendMessageUpwards(String, Object, SendMessageOptions)
    Component.SendMessageUpwards(String, Object)
    Component.SendMessageUpwards(String)
    Component.SendMessageUpwards(String, SendMessageOptions)
    Component.SendMessage(String, Object)
    Component.SendMessage(String)
    Component.SendMessage(String, Object, SendMessageOptions)
    Component.SendMessage(String, SendMessageOptions)
    Component.BroadcastMessage(String, Object, SendMessageOptions)
    Component.BroadcastMessage(String, Object)
    Component.BroadcastMessage(String)
    Component.BroadcastMessage(String, SendMessageOptions)
    Component.transform
    Component.gameObject
    Component.tag
    Component.rigidbody
    Component.rigidbody2D
    Component.camera
    Component.light
    Component.animation
    Component.constantForce
    Component.renderer
    Component.audio
    Component.networkView
    Component.collider
    Component.collider2D
    Component.hingeJoint
    Component.particleSystem
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(Object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, Boolean)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, Boolean)
    Object.Destroy(Object, Single)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, Boolean)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, Boolean)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, Single)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
    UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
    UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
    UnityEngine.Object.FindFirstObjectByType<T>()
    UnityEngine.Object.FindAnyObjectByType<T>()
    UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
    UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, Boolean)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.ToString()
    Object.name
    Object.hideFlags
    Namespace: Unity.Cinemachine
    Syntax
    [ExecuteAlways]
    public abstract class CinemachineComponentBase : MonoBehaviour

    Fields

    Epsilon

    Useful constant for very small floats

    Declaration
    protected const float Epsilon = 0.0001F
    Field Value
    Type Description
    Single

    Properties

    BodyAppliesAfterAim

    Special for Body Stage components that want to be applied after Aim stage because they use the aim as inout for the procedural placement

    Declaration
    public virtual bool BodyAppliesAfterAim { get; }
    Property Value
    Type Description
    Boolean

    FollowTarget

    Returns the owner vcam's Follow target.

    Declaration
    public Transform FollowTarget { get; }
    Property Value
    Type Description
    Transform

    FollowTargetAsGroup

    Get Follow target as ICinemachineTargetGroup, or null if target is not a group

    Declaration
    public ICinemachineTargetGroup FollowTargetAsGroup { get; }
    Property Value
    Type Description
    ICinemachineTargetGroup

    FollowTargetPosition

    Get the position of the Follow target. Special handling: If the Follow target is a VirtualCamera, returns the vcam State's position, not the transform's position

    Declaration
    public Vector3 FollowTargetPosition { get; }
    Property Value
    Type Description
    Vector3

    FollowTargetRotation

    Get the rotation of the Follow target. Special handling: If the Follow target is a VirtualCamera, returns the vcam State's rotation, not the transform's rotation

    Declaration
    public Quaternion FollowTargetRotation { get; }
    Property Value
    Type Description
    Quaternion

    IsValid

    Returns true if this object is enabled and set up to produce results.

    Declaration
    public abstract bool IsValid { get; }
    Property Value
    Type Description
    Boolean

    LookAtTarget

    Returns the owner vcam's LookAt target.

    Declaration
    public Transform LookAtTarget { get; }
    Property Value
    Type Description
    Transform

    LookAtTargetAsGroup

    Get LookAt target as ICinemachineTargetGroup, or null if target is not a group

    Declaration
    public ICinemachineTargetGroup LookAtTargetAsGroup { get; }
    Property Value
    Type Description
    ICinemachineTargetGroup

    LookAtTargetPosition

    Get the position of the LookAt target. Special handling: If the LookAt target is a VirtualCamera, returns the vcam State's position, not the transform's position

    Declaration
    public Vector3 LookAtTargetPosition { get; }
    Property Value
    Type Description
    Vector3

    LookAtTargetRotation

    Get the rotation of the LookAt target. Special handling: If the LookAt target is a VirtualCamera, returns the vcam State's rotation, not the transform's rotation

    Declaration
    public Quaternion LookAtTargetRotation { get; }
    Property Value
    Type Description
    Quaternion

    Stage

    What part of the pipeline this fits into

    Declaration
    public abstract CinemachineCore.Stage Stage { get; }
    Property Value
    Type Description
    CinemachineCore.Stage

    VcamState

    Returns the owner vcam's CameraState.

    Declaration
    public CameraState VcamState { get; }
    Property Value
    Type Description
    CameraState

    VirtualCamera

    Get the associated CinemachineVirtualCameraBase

    Declaration
    public CinemachineVirtualCameraBase VirtualCamera { get; }
    Property Value
    Type Description
    CinemachineVirtualCameraBase

    Methods

    ForceCameraPosition(Vector3, Quaternion)

    Force the virtual camera to assume a given position and orientation.
    Procedural placement then takes over. Base class implementation does nothing.

    Declaration
    public virtual void ForceCameraPosition(Vector3 pos, Quaternion rot)
    Parameters
    Type Name Description
    Vector3 pos

    World-space position to take

    Quaternion rot

    World-space orientation to take

    GetMaxDampTime()

    Report maximum damping time needed for this component. Only used in editor for timeline scrubbing.

    Declaration
    public virtual float GetMaxDampTime()
    Returns
    Type Description
    Single

    Highest damping setting in this component

    MutateCameraState(ref CameraState, Single)

    Mutates the camera state. This state will later be applied to the camera.

    Declaration
    public abstract void MutateCameraState(ref CameraState curState, float deltaTime)
    Parameters
    Type Name Description
    CameraState curState

    Input state that must be mutated

    Single deltaTime

    Delta time for time-based effects (ignore if less than 0)

    OnDisable()

    Standard OnEnable call. Derived classes should call the base class implementation. Handles pipeline validation.

    Declaration
    protected virtual void OnDisable()

    OnEnable()

    Standard OnEnable call. Derived classes should call the base class implementation. Handles pipeline validation.

    Declaration
    protected virtual void OnEnable()

    OnTargetObjectWarped(Transform, Vector3)

    This is called to notify the component that a target got warped, so that the component can update its internal state to make the camera also warp seamlessly. Base class implementation does nothing.

    Declaration
    public virtual void OnTargetObjectWarped(Transform target, Vector3 positionDelta)
    Parameters
    Type Name Description
    Transform target

    The object that was warped

    Vector3 positionDelta

    The amount the target's position changed

    OnTransitionFromCamera(ICinemachineCamera, Vector3, Single)

    Notification that this virtual camera is going live. Base class implementation does nothing.

    Declaration
    public virtual bool OnTransitionFromCamera(ICinemachineCamera fromCam, Vector3 worldUp, float deltaTime)
    Parameters
    Type Name Description
    ICinemachineCamera fromCam

    The camera being deactivated. May be null.

    Vector3 worldUp

    Default world Up, set by the CinemachineBrain

    Single deltaTime

    Delta time for time-based effects (ignore if less than or equal to 0)

    Returns
    Type Description
    Boolean

    True if the vcam should do an internal update as a result of this call

    PrePipelineMutateCameraState(ref CameraState, Single)

    Override this to do such things as offset the ReferenceLookAt. Base class implementation does nothing.

    Declaration
    public virtual void PrePipelineMutateCameraState(ref CameraState curState, float deltaTime)
    Parameters
    Type Name Description
    CameraState curState

    Input state that must be mutated

    Single deltaTime

    Current effective deltaTime

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