Struct CinemachineTriggerAction.ActionSettings | Cinemachine | 2.5.0
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    Struct CinemachineTriggerAction.ActionSettings

    Defines what action to take on trigger enter/exit

    Namespace: Cinemachine
    Syntax
    [Serializable]
    public struct ActionSettings

    Constructors

    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
    [Tooltip("What action to take")]
    public CinemachineTriggerAction.ActionSettings.Mode m_Action
    Field Value
    Type Description
    CinemachineTriggerAction.ActionSettings.Mode

    m_BoostAmount

    If PriorityBoost, this amount will be added to the virtual camera's priority

    Declaration
    [Tooltip("If PriorityBoost, this amount will be added to the virtual camera's priority")]
    public int m_BoostAmount
    Field Value
    Type Description
    Int32

    m_Event

    This event will be invoked

    Declaration
    [Tooltip("This event will be invoked")]
    public CinemachineTriggerAction.ActionSettings.TriggerEvent m_Event
    Field Value
    Type Description
    CinemachineTriggerAction.ActionSettings.TriggerEvent

    m_Mode

    How to interpret the start time

    Declaration
    [Tooltip("How to interpret the start time")]
    public CinemachineTriggerAction.ActionSettings.TimeMode m_Mode
    Field Value
    Type Description
    CinemachineTriggerAction.ActionSettings.TimeMode

    m_StartTime

    If playing a timeline, start at this time

    Declaration
    [Tooltip("If playing a timeline, start at this time")]
    public float m_StartTime
    Field Value
    Type Description
    Single

    m_Target

    The target object on which to operate. If null, then the current behaviour/GameObject will be used

    Declaration
    [Tooltip("The target object on which to operate.  If null, then the current behaviour/GameObject will be used")]
    public Object m_Target
    Field Value
    Type Description
    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()
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