Class CinemachineImpulseManager
This is a singleton object that manages all Impulse Events generated by the Cinemachine Impulse module. This singleton owns and manages all ImpulseEvent objects.
Inherited Members
Namespace: Unity.Cinemachine
Assembly: Unity.Cinemachine.dll
Syntax
public class CinemachineImpulseManager
Fields
IgnoreTimeScale
Set this to ignore time scaling so impulses can progress while the game is paused
Declaration
public bool IgnoreTimeScale
Field Value
Type | Description |
---|---|
bool |
Properties
CurrentTime
This is the Impulse system's current time.
Takes into account whether impulse is ignoring time scale.
Declaration
public float CurrentTime { get; }
Property Value
Type | Description |
---|---|
float |
Instance
Get the singleton instance
Declaration
public static CinemachineImpulseManager Instance { get; }
Property Value
Type | Description |
---|---|
CinemachineImpulseManager |
Methods
AddImpulseEvent(ImpulseEvent)
Activate an impulse event, so that it may begin broadcasting its signal. Events will be automatically removed after they expire. You can tweak the ImpulseEvent fields dynamically if you keep a pointer to it.
Declaration
public void AddImpulseEvent(CinemachineImpulseManager.ImpulseEvent e)
Parameters
Type | Name | Description |
---|---|---|
CinemachineImpulseManager.ImpulseEvent | e | The event to add to the current active events |
Clear()
Immediately terminate all active impulse signals
Declaration
public void Clear()
GetImpulseAt(Vector3, bool, int, out Vector3, out Quaternion)
Get the signal perceived by a listener at a given location
Declaration
public bool GetImpulseAt(Vector3 listenerLocation, bool distance2D, int channelMask, out Vector3 pos, out Quaternion rot)
Parameters
Type | Name | Description |
---|---|---|
Vector3 | listenerLocation | Where the listener is, in world coords |
bool | distance2D | True if distance calculation should ignore Z |
int | channelMask | Only Impulse signals on channels in this mask will be considered |
Vector3 | pos | The combined position impulse signal resulting from all signals active on the specified channels |
Quaternion | rot | The combined rotation impulse signal resulting from all signals active on the specified channels |
Returns
Type | Description |
---|---|
bool | true if non-trivial signal is returned |
NewImpulseEvent()
Get a new ImpulseEvent
Declaration
public CinemachineImpulseManager.ImpulseEvent NewImpulseEvent()
Returns
Type | Description |
---|---|
CinemachineImpulseManager.ImpulseEvent | A newly-created impulse event. May be recycled from expired events |