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    Class CinemachineImpulseListener

    An extension for CinemachineCamera which post-processes the final position of the camera. It listens for CinemachineImpulse signals on the specified channels, and moves the camera in response to them.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    CinemachineExtension
    CinemachineImpulseListener
    Inherited Members
    CinemachineExtension.Epsilon
    CinemachineExtension.ComponentOwner
    CinemachineExtension.Awake()
    CinemachineExtension.OnDestroy()
    CinemachineExtension.OnEnable()
    CinemachineExtension.ConnectToVcam(bool)
    CinemachineExtension.PrePipelineMutateCameraStateCallback(CinemachineVirtualCameraBase, ref CameraState, float)
    CinemachineExtension.InvokePostPipelineStageCallback(CinemachineVirtualCameraBase, CinemachineCore.Stage, ref CameraState, float)
    CinemachineExtension.OnTargetObjectWarped(CinemachineVirtualCameraBase, Transform, Vector3)
    CinemachineExtension.ForceCameraPosition(Vector3, Quaternion)
    CinemachineExtension.OnTransitionFromCamera(ICinemachineCamera, Vector3, float)
    CinemachineExtension.GetMaxDampTime()
    CinemachineExtension.GetExtraState<T>(CinemachineVirtualCameraBase)
    CinemachineExtension.GetAllExtraStates<T>(List<T>)
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(string, float)
    MonoBehaviour.InvokeRepeating(string, float, float)
    MonoBehaviour.CancelInvoke(string)
    MonoBehaviour.IsInvoking(string)
    MonoBehaviour.StartCoroutine(string)
    MonoBehaviour.StartCoroutine(string, object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(string)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(object)
    MonoBehaviour.destroyCancellationToken
    MonoBehaviour.useGUILayout
    MonoBehaviour.runInEditMode
    Behaviour.enabled
    Behaviour.isActiveAndEnabled
    Component.GetComponent(Type)
    Component.GetComponent<T>()
    Component.TryGetComponent(Type, out Component)
    Component.TryGetComponent<T>(out T)
    Component.GetComponent(string)
    Component.GetComponentInChildren(Type, bool)
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    Component.GetComponentsInChildren<T>(bool)
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    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type, bool)
    Component.GetComponentInParent(Type)
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    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, bool)
    Component.GetComponentsInParent(Type)
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    Component.GetComponentsInParent<T>(bool, List<T>)
    Component.GetComponentsInParent<T>()
    Component.GetComponents(Type)
    Component.GetComponents(Type, List<Component>)
    Component.GetComponents<T>(List<T>)
    Component.GetComponents<T>()
    Component.GetComponentIndex()
    Component.CompareTag(string)
    Component.SendMessageUpwards(string, object, SendMessageOptions)
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    Component.SendMessageUpwards(string)
    Component.SendMessageUpwards(string, SendMessageOptions)
    Component.SendMessage(string, object)
    Component.SendMessage(string)
    Component.SendMessage(string, object, SendMessageOptions)
    Component.SendMessage(string, SendMessageOptions)
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    Component.BroadcastMessage(string, object)
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    Component.transform
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    Object.InstantiateAsync<T>(T, int)
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    Object.InstantiateAsync<T>(T, int, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, int, Transform, Vector3, Quaternion)
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    Object.Instantiate(Object, Transform)
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    Object.Destroy(Object, float)
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    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
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    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
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    Object.FindObjectsOfType<T>(bool)
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    Object.FindObjectsOfTypeAll(Type)
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    Object.ToString()
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    Namespace: Unity.Cinemachine
    Assembly: Unity.Cinemachine.dll
    Syntax
    [AddComponentMenu("Cinemachine/Procedural/Extensions/Cinemachine Impulse Listener")]
    [ExecuteAlways]
    [HelpURL("https://docs.unity3d.com/Packages/com.unity.cinemachine@3.1/manual/CinemachineImpulseListener.html")]
    public class CinemachineImpulseListener : CinemachineExtension

    Fields

    ApplyAfter

    When to apply the impulse reaction. Default is Noise.
    Modify this if necessary to influence the ordering of extension effects

    Declaration
    [Tooltip("When to apply the impulse reaction.  Default is after the Noise stage.  Modify this if necessary to influence the ordering of extension effects")]
    [FormerlySerializedAs("m_ApplyAfter")]
    public CinemachineCore.Stage ApplyAfter
    Field Value
    Type Description
    CinemachineCore.Stage

    ChannelMask

    Impulse events on channels not included in the mask will be ignored.

    Declaration
    [Tooltip("Impulse events on channels not included in the mask will be ignored.")]
    [FormerlySerializedAs("m_ChannelMask")]
    public int ChannelMask
    Field Value
    Type Description
    int

    Gain

    Gain to apply to the Impulse signal.

    Declaration
    [Tooltip("Gain to apply to the Impulse signal.  1 is normal strength.  Setting this to 0 completely mutes the signal.")]
    [FormerlySerializedAs("m_Gain")]
    public float Gain
    Field Value
    Type Description
    float

    ReactionSettings

    This controls the secondary reaction of the listener to the incoming impulse.
    The impulse might be for example a sharp shock, and the secondary reaction could be a vibration whose amplitude and duration is controlled by the size of the original impulse. This allows different listeners to respond in different ways to the same impulse signal.

    Declaration
    [Tooltip("This controls the secondary reaction of the listener to the incoming impulse.  The impulse might be for example a sharp shock, and the secondary reaction could be a vibration whose amplitude and duration is controlled by the size of the original impulse.  This allows different listeners to respond in different ways to the same impulse signal.")]
    [FormerlySerializedAs("m_ReactionSettings")]
    public CinemachineImpulseListener.ImpulseReaction ReactionSettings
    Field Value
    Type Description
    CinemachineImpulseListener.ImpulseReaction

    Use2DDistance

    Enable this to perform distance calculation in 2D (ignore Z).

    Declaration
    [Tooltip("Enable this to perform distance calculation in 2D (ignore Z)")]
    [FormerlySerializedAs("m_Use2DDistance")]
    public bool Use2DDistance
    Field Value
    Type Description
    bool

    UseCameraSpace

    Enable this to process all impulse signals in camera space.

    Declaration
    [Tooltip("Enable this to process all impulse signals in camera space")]
    [FormerlySerializedAs("m_UseCameraSpace")]
    public bool UseCameraSpace
    Field Value
    Type Description
    bool

    Methods

    PostPipelineStageCallback(CinemachineVirtualCameraBase, Stage, ref CameraState, float)

    React to any detected impulses

    Declaration
    protected override void PostPipelineStageCallback(CinemachineVirtualCameraBase vcam, CinemachineCore.Stage stage, ref CameraState state, float deltaTime)
    Parameters
    Type Name Description
    CinemachineVirtualCameraBase vcam

    The virtual camera being processed

    CinemachineCore.Stage stage

    The current pipeline stage

    CameraState state

    The current virtual camera state

    float deltaTime

    The current applicable deltaTime

    Overrides
    CinemachineExtension.PostPipelineStageCallback(CinemachineVirtualCameraBase, CinemachineCore.Stage, ref CameraState, float)
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