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    Class Cinemachine3rdPersonAim

    An add-on module for Cinemachine Virtual Camera that forces the LookAt point to the center of the screen, cancelling noise and other corrections. This is useful for third-person style aim cameras that want a dead-accurate aim at all times, even in the presence of positional or rotational noise.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    CinemachineExtension
    Cinemachine3rdPersonAim
    Inherited Members
    CinemachineExtension.Epsilon
    CinemachineExtension.VirtualCamera
    CinemachineExtension.Awake()
    CinemachineExtension.OnEnable()
    CinemachineExtension.OnDestroy()
    CinemachineExtension.ConnectToVcam(bool)
    CinemachineExtension.PrePipelineMutateCameraStateCallback(CinemachineVirtualCameraBase, ref CameraState, float)
    CinemachineExtension.InvokePostPipelineStageCallback(CinemachineVirtualCameraBase, CinemachineCore.Stage, ref CameraState, float)
    CinemachineExtension.OnTargetObjectWarped(Transform, Vector3)
    CinemachineExtension.ForceCameraPosition(Vector3, Quaternion)
    CinemachineExtension.GetMaxDampTime()
    CinemachineExtension.GetExtraState<T>(ICinemachineCamera)
    CinemachineExtension.GetAllExtraStates<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.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)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(bool)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, bool)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(bool)
    Component.GetComponentsInChildren<T>(bool, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, bool)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(bool)
    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.CompareTag(string)
    Component.SendMessageUpwards(string, object, SendMessageOptions)
    Component.SendMessageUpwards(string, object)
    Component.SendMessageUpwards(string)
    Component.SendMessageUpwards(string, SendMessageOptions)
    Component.SendMessage(string, object)
    Component.SendMessage(string)
    Component.SendMessage(string, object, SendMessageOptions)
    Component.SendMessage(string, SendMessageOptions)
    Component.BroadcastMessage(string, object, SendMessageOptions)
    Component.BroadcastMessage(string, object)
    Component.BroadcastMessage(string)
    Component.BroadcastMessage(string, SendMessageOptions)
    Component.transform
    Component.gameObject
    Component.tag
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectOfType<T>()
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    object.MemberwiseClone()
    Namespace: Cinemachine
    Assembly: solution.dll
    Syntax
    [AddComponentMenu("")]
    [ExecuteInEditMode]
    public class Cinemachine3rdPersonAim : CinemachineExtension

    Fields

    Name Description
    AimCollisionFilter

    Objects on these layers will be detected.

    AimDistance

    How far to project the object detection ray.

    AimTargetReticle

    This 2D object will be positioned in the game view over the raycast hit point, if any, or will remain in the center of the screen if no hit point is detected. May be null, in which case no on-screen indicator will appear.

    IgnoreTag

    Objects with this tag will be ignored.
    It is a good idea to set this field to the target's tag.

    Methods

    Name Description
    OnTransitionFromCamera(ICinemachineCamera, Vector3, float)

    Notification that this virtual camera is going live. Base class implementation must be called by any overridden method.

    PostPipelineStageCallback(CinemachineVirtualCameraBase, Stage, ref CameraState, float)

    This callback will be called after the virtual camera has implemented each stage in the pipeline. This method may modify the referenced state. If deltaTime less than 0, reset all state info and perform no damping.

    概要
    トップに戻る
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