Class CinemachineImpulseManager.ImpulseEvent
Describes an event that generates an impulse signal on one or more channels. The event has a location in space, a start time, a duration, and a signal. The signal will dissipate as the distance from the event location increases.
Inherited Members
Namespace: Unity.Cinemachine
Assembly: solution.dll
Syntax
public class CinemachineImpulseManager.ImpulseEvent
Fields
Name | Description |
---|---|
Channel | Channels on which this event will broadcast its signal. |
CustomDissipation | How the effect fades with distance. 0 = no dissipation, 1 = rapid dissipation, -1 = off (legacy mode) |
DirectionMode | How the signal direction behaves as the listener moves away from the source. |
DissipationDistance | Distance over which the dissipation occurs. Must be >= 0. |
DissipationMode | How the signal dissipates with distance. |
Envelope | Time-envelope of the signal. |
Position | World-space origin of the signal. |
PropagationSpeed | The speed (m/s) at which the impulse propagates through space. High speeds allow listeners to react instantaneously, while slower speeds allow listeners in the scene to react as if to a wave spreading from the source. |
Radius | Radius around the signal origin that has full signal value. Distance dissipation begins after this distance. |
SignalSource | Raw signal source. The output of this will be scaled to fit in the envelope. |
StartTime | Start time of the event. |
Properties
Name | Description |
---|---|
Expired | Returns true if the event is no longer generating a signal because its time has expired |
Methods
Name | Description |
---|---|
Cancel(float, bool) | Cancel the event at the supplied time |
Clear() | Reset the event to a default state |
DistanceDecay(float) | Calculate the the decay applicable at a given distance from the impact point |
GetDecayedSignal(Vector3, bool, out Vector3, out Quaternion) | Get the signal that a listener at a given position would perceive |