Struct CinemachineTriggerAction.ActionSettings
Defines what action to take on trigger enter/exit
Inherited Members
Namespace: Unity.Cinemachine
Assembly: Unity.Cinemachine.dll
Syntax
[Serializable]
public struct CinemachineTriggerAction.ActionSettings
Constructors
ActionSettings(ActionModes)
Standard Constructor
Declaration
public ActionSettings(CinemachineTriggerAction.ActionSettings.ActionModes action)
Parameters
Type | Name | Description |
---|---|---|
CinemachineTriggerAction.ActionSettings.ActionModes | action | Action to set |
Fields
Action
What action to take
Declaration
[Tooltip("What action to take")]
[FormerlySerializedAs("m_Action")]
public CinemachineTriggerAction.ActionSettings.ActionModes Action
Field Value
Type | Description |
---|---|
CinemachineTriggerAction.ActionSettings.ActionModes |
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")]
[FormerlySerializedAs("m_BoostAmount")]
public int BoostAmount
Field Value
Type | Description |
---|---|
int |
Event
This event will be invoked
Declaration
[Tooltip("This event will be invoked")]
[FormerlySerializedAs("m_Event")]
public CinemachineTriggerAction.ActionSettings.TriggerEvent Event
Field Value
Type | Description |
---|---|
CinemachineTriggerAction.ActionSettings.TriggerEvent |
Mode
How to interpret the start time
Declaration
[Tooltip("How to interpret the start time")]
[FormerlySerializedAs("m_Mode")]
public CinemachineTriggerAction.ActionSettings.TimeModes Mode
Field Value
Type | Description |
---|---|
CinemachineTriggerAction.ActionSettings.TimeModes |
StartTime
If playing a timeline, start at this time
Declaration
[Tooltip("If playing a timeline, start at this time")]
[FormerlySerializedAs("m_StartTime")]
public float StartTime
Field Value
Type | Description |
---|---|
float |
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")]
[FormerlySerializedAs("m_Target")]
public Object 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()