Class CinemachineImpulseDefinition
Definition of an impulse signal that gets propagated to listeners.
Here you provide a Raw Signal source, and define an envelope for time-scaling it to craft the complete Impulse signal shape. Also, you provide here parameters that define how the signal dissipates with spatial distance from the source location. Finally, you specify the Impulse Channel on which the signal will be sent.
An API method is provided here to take these parameters, create an Impulse Event, and broadcast it on the channel.
When creating a custom Impulse Source class, you will have an instance of this class as a field in your custom class. Be sure also to include the [CinemachineImpulseDefinition] attribute on the field, to get the right property drawer for it.
Inheritance
Namespace: Cinemachine
Syntax
[DocumentationSorting(DocumentationSortingAttribute.Level.API)]
[Serializable]
public class CinemachineImpulseDefinition
Fields
m_AmplitudeGain
Gain to apply to the amplitudes defined in the signal source asset.
Declaration
public float m_AmplitudeGain
Field Value
| Type | Description |
|---|---|
| System.Single |
m_DirectionMode
How the signal direction behaves as the listener moves away from the origin.
Declaration
public CinemachineImpulseManager.ImpulseEvent.DirectionMode m_DirectionMode
Field Value
| Type | Description |
|---|---|
| CinemachineImpulseManager.ImpulseEvent.DirectionMode |
m_DissipationDistance
At this distance beyond the impact radius, the signal will have dissipated to zero.
Declaration
public float m_DissipationDistance
Field Value
| Type | Description |
|---|---|
| System.Single |
m_DissipationMode
This defines how the signal will dissipate with distance beyond the impact radius.
Declaration
public CinemachineImpulseManager.ImpulseEvent.DissipationMode m_DissipationMode
Field Value
| Type | Description |
|---|---|
| CinemachineImpulseManager.ImpulseEvent.DissipationMode |
m_FrequencyGain
Scale factor to apply to the time axis.
Declaration
public float m_FrequencyGain
Field Value
| Type | Description |
|---|---|
| System.Single |
m_ImpactRadius
The signal will have full amplitude in this radius surrounding the impact point.
Beyond that it will dissipate with distance.
Declaration
public float m_ImpactRadius
Field Value
| Type | Description |
|---|---|
| System.Single |
m_ImpulseChannel
Impulse events generated here will appear on the channels included in the mask.
Declaration
public int m_ImpulseChannel
Field Value
| Type | Description |
|---|---|
| System.Int32 |
m_Randomize
Randomize the signal start time
Declaration
public bool m_Randomize
Field Value
| Type | Description |
|---|---|
| System.Boolean |
m_RawSignal
Defines the signal that will be generated.
Declaration
public SignalSourceAsset m_RawSignal
Field Value
| Type | Description |
|---|---|
| SignalSourceAsset |
m_RepeatMode
How to fit the signal into the envelope time
Declaration
public CinemachineImpulseDefinition.RepeatMode m_RepeatMode
Field Value
| Type | Description |
|---|---|
| CinemachineImpulseDefinition.RepeatMode |
m_TimeEnvelope
This defines the time-envelope of the signal.
The raw signal will be time-scaled to fit in the envelope.
Declaration
public CinemachineImpulseManager.EnvelopeDefinition m_TimeEnvelope
Field Value
| Type | Description |
|---|---|
| CinemachineImpulseManager.EnvelopeDefinition |
Methods
CreateEvent(Vector3, Vector3)
Generate an impulse event at a location in space, and broadcast it on the appropriate impulse channel
Declaration
public void CreateEvent(Vector3 position, Vector3 velocity)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | position | |
| Vector3 | velocity |
OnValidate()
Call this from your behaviour's OnValidate to validate the fields here
Declaration
public void OnValidate()