Class CinemachineSequencerCamera
This is a virtual camera "manager" that owns and manages a collection of child Virtual Cameras. When the camera goes live, these child vcams are enabled, one after another, holding each camera for a designated time. Blends between cameras are specified. The last camera is held indefinitely, unless the Loop flag is enabled.
Inheritance
Inherited Members
Namespace: Unity.Cinemachine
Assembly: solution.dll
Syntax
[DisallowMultipleComponent]
[ExecuteAlways]
[ExcludeFromPreset]
[AddComponentMenu("Cinemachine/Cinemachine Sequencer Camera")]
[HelpURL("https://docs.unity3d.com/Packages/com.unity.cinemachine@3.0/manual/CinemachineSequencerCamera.html")]
public class CinemachineSequencerCamera : CinemachineCameraManagerBase, ICinemachineMixer, ICinemachineCamera
Fields
Name | Description |
---|---|
Instructions | The set of instructions associating virtual cameras with states. The set of instructions for enabling child cameras |
Loop | When enabled, the child vcams will cycle indefinitely instead of just stopping at the last one |
Methods
Name | Description |
---|---|
ChooseCurrentCamera(Vector3, float) | Choose the appropriate current camera from among the ChildCameras, based on current state. If the returned camera is different from the current camera, an appropriate transition will be made. |
LookupBlend(ICinemachineCamera, ICinemachineCamera) | Returns the current blend of the current instruction. |
OnTransitionFromCamera(ICinemachineCamera, Vector3, float) | Notification that this virtual camera is going live. |
PerformLegacyUpgrade(int) | Override this to handle any upgrades necessitated by a streaming version change. Note that since this method is not called from the main thread, there are many things it cannot do, including checking a unity object for null. |
Reset() | Reset the component to default values. |