Struct CinemachineTriggerAction.ActionSettings
Defines what action to take on trigger enter/exit
Namespace: Cinemachine
Syntax
[Serializable]
public struct ActionSettingsConstructors
ActionSettings(CinemachineTriggerAction.ActionSettings.Mode)
Constructor
Declaration
public ActionSettings(CinemachineTriggerAction.ActionSettings.Mode action)Parameters
| Type | Name | Description | 
|---|---|---|
| CinemachineTriggerAction.ActionSettings.Mode | action | 
Fields
m_Action
What action to take
Declaration
public CinemachineTriggerAction.ActionSettings.Mode m_ActionField Value
| Type | Description | 
|---|---|
| CinemachineTriggerAction.ActionSettings.Mode | 
m_BoostAmount
If PriorityBoost, this amount will be added to the virtual camera's priority
Declaration
public int m_BoostAmountField Value
| Type | Description | 
|---|---|
| System.Int32 | 
m_Event
This event will be invoked
Declaration
public CinemachineTriggerAction.ActionSettings.TriggerEvent m_EventField Value
| Type | Description | 
|---|---|
| CinemachineTriggerAction.ActionSettings.TriggerEvent | 
m_Mode
How to interpret the start time
Declaration
public CinemachineTriggerAction.ActionSettings.TimeMode m_ModeField Value
| Type | Description | 
|---|---|
| CinemachineTriggerAction.ActionSettings.TimeMode | 
m_StartTime
If playing a timeline, start at this time
Declaration
public float m_StartTimeField Value
| Type | Description | 
|---|---|
| System.Single | 
m_Target
The target object on which to operate. If null, then the current behaviour/GameObject will be used
Declaration
public UnityEngine.Object m_TargetField Value
| Type | Description | 
|---|---|
| UnityEngine.Object | 
Methods
Invoke()
Invoke the action. Depending on the mode, different action will be performed. The embedded event will always be invoked, in addition to the action specified by the Mode.
Declaration
public void Invoke()