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
Implements
Inherited Members
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. |