{!See https://docs.google.com/document/d/1takg_GmIBBKKTj-GHZCwzxohpQz7Bhekivkk72kYMtE/edit for reference implementation of OneTrust, dataLayer and GTM} {!OneTrust Cookies Consent} {!OneTrust Cookies Consent end} {!dataLayer initialization push} {!dataLayer initialization push end} {!Google Tag Manager} {!Google Tag Manager end} Class CinemachineBlendListCamera | Cinemachine | 2.6.0
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    Class CinemachineBlendListCamera

    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.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    CinemachineVirtualCameraBase
    CinemachineBlendListCamera
    Implements
    ICinemachineCamera
    Inherited Members
    CinemachineVirtualCameraBase.m_ExcludedPropertiesInInspector
    CinemachineVirtualCameraBase.m_LockStageInInspector
    CinemachineVirtualCameraBase.ValidatingStreamVersion
    CinemachineVirtualCameraBase.m_Priority
    CinemachineVirtualCameraBase.FollowTargetAttachment
    CinemachineVirtualCameraBase.LookAtTargetAttachment
    CinemachineVirtualCameraBase.m_StandbyUpdate
    CinemachineVirtualCameraBase.GetMaxDampTime()
    CinemachineVirtualCameraBase.DetachedFollowTargetDamp(float, float, float)
    CinemachineVirtualCameraBase.DetachedFollowTargetDamp(Vector3, Vector3, float)
    CinemachineVirtualCameraBase.DetachedFollowTargetDamp(Vector3, float, float)
    CinemachineVirtualCameraBase.DetachedLookAtTargetDamp(float, float, float)
    CinemachineVirtualCameraBase.DetachedLookAtTargetDamp(Vector3, Vector3, float)
    CinemachineVirtualCameraBase.DetachedLookAtTargetDamp(Vector3, float, float)
    CinemachineVirtualCameraBase.AddExtension(CinemachineExtension)
    CinemachineVirtualCameraBase.RemoveExtension(CinemachineExtension)
    CinemachineVirtualCameraBase.InvokePostPipelineStageCallback(CinemachineVirtualCameraBase, CinemachineCore.Stage, ref CameraState, float)
    CinemachineVirtualCameraBase.InvokePrePipelineMutateCameraStateCallback(CinemachineVirtualCameraBase, ref CameraState, float)
    CinemachineVirtualCameraBase.InvokeOnTransitionInExtensions(ICinemachineCamera, Vector3, float)
    CinemachineVirtualCameraBase.Name
    CinemachineVirtualCameraBase.Priority
    CinemachineVirtualCameraBase.ApplyPositionBlendMethod(ref CameraState, CinemachineVirtualCameraBase.BlendHint)
    CinemachineVirtualCameraBase.VirtualCameraGameObject
    CinemachineVirtualCameraBase.IsValid
    CinemachineVirtualCameraBase.ParentCamera
    CinemachineVirtualCameraBase.PreviousStateIsValid
    CinemachineVirtualCameraBase.UpdateCameraState(Vector3, float)
    CinemachineVirtualCameraBase.OnDestroy()
    CinemachineVirtualCameraBase.OnTransformParentChanged()
    CinemachineVirtualCameraBase.Start()
    CinemachineVirtualCameraBase.GetInputAxisProvider()
    CinemachineVirtualCameraBase.OnValidate()
    CinemachineVirtualCameraBase.Update()
    CinemachineVirtualCameraBase.ResolveLookAt(Transform)
    CinemachineVirtualCameraBase.ResolveFollow(Transform)
    CinemachineVirtualCameraBase.MoveToTopOfPrioritySubqueue()
    CinemachineVirtualCameraBase.CreateBlend(ICinemachineCamera, ICinemachineCamera, CinemachineBlendDefinition, CinemachineBlend)
    CinemachineVirtualCameraBase.PullStateFromVirtualCamera(Vector3, ref LensSettings)
    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
    [DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
    [DisallowMultipleComponent]
    [ExecuteInEditMode]
    [ExcludeFromPreset]
    [AddComponentMenu("Cinemachine/CinemachineBlendListCamera")]
    public class CinemachineBlendListCamera : CinemachineVirtualCameraBase, ICinemachineCamera

    Fields

    Name Description
    m_Follow

    Default object for the camera children wants to move with (the body target), if not specified in a child rig. May be empty

    m_Instructions

    The set of instructions associating virtual cameras with states. The set of instructions for enabling child cameras

    m_LookAt

    Default object for the camera children to look at (the aim target), if not specified in a child rig. May be empty

    m_Loop
    m_ShowDebugText

    When enabled, the current camera and blend will be indicated in the game window, for debugging

    Properties

    Name Description
    ChildCameras

    The list of child cameras. These are just the immediate children in the hierarchy.

    Description

    Gets a brief debug description of this virtual camera, for use when displayiong debug info

    Follow

    Get the current Follow target. Returns parent's Follow if parent is non-null and no specific Follow defined for this camera

    IsBlending

    Is there a blend in progress?

    LiveChild

    Get the current "best" child virtual camera, that would be chosen if the State Driven Camera were active.

    LookAt

    Get the current LookAt target. Returns parent's LookAt if parent is non-null and no specific LookAt defined for this camera

    State

    The State of the current live child

    Methods

    Name Description
    ForceCameraPosition(Vector3, Quaternion)

    Force the virtual camera to assume a given position and orientation

    InternalUpdateCameraState(Vector3, float)

    Called by CinemachineCore at designated update time so the vcam can position itself and track its targets. This implementation updates all the children, chooses the best one, and implements any required blending.

    IsLiveChild(ICinemachineCamera, bool)

    Check whether the vcam a live child of this camera.

    OnDisable()

    Base class implementation makes sure the priority queue remains up-to-date.

    OnEnable()

    Makes sure the internal child cache is up to date

    OnTargetObjectWarped(Transform, Vector3)

    This is called to notify the vcam that a target got warped, so that the vcam can update its internal state to make the camera also warp seamlessy.

    OnTransitionFromCamera(ICinemachineCamera, Vector3, float)

    Notification that this virtual camera is going live.

    概要
    トップに戻る
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