{!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 CinemachineClearShot | Cinemachine | 2.6.0
docs.unity3d.com
"{0}" の検索結果

    目次を表示する/隠す

    Class CinemachineClearShot

    Cinemachine ClearShot is a "manager camera" that owns and manages a set of Virtual Camera gameObject children. When Live, the ClearShot will check the children, and choose the one with the best quality shot and make it Live.

    This can be a very powerful tool. If the child cameras have CinemachineCollider extensions, they will analyze the scene for target obstructions, optimal target distance, and other items, and report their assessment of shot quality back to the ClearShot parent, who will then choose the best one. You can use this to set up complex multi-camera coverage of a scene, and be assured that a clear shot of the target will always be available.

    If multiple child cameras have the same shot quality, the one with the highest priority will be chosen.

    You can also define custom blends between the ClearShot children.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    CinemachineVirtualCameraBase
    CinemachineClearShot
    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/CinemachineClearShot")]
    public class CinemachineClearShot : CinemachineVirtualCameraBase, ICinemachineCamera

    Fields

    Name Description
    m_ActivateAfter

    Wait this many seconds before activating a new child camera

    m_CustomBlends

    This is the asset which contains custom settings for specific blends

    m_DefaultBlend

    The blend which is used if you don't explicitly define a blend between two Virtual Cameras

    m_Follow

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

    m_LookAt

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

    m_MinDuration

    An active camera must be active for at least this many seconds

    m_RandomizeChoice

    If checked, camera choice will be randomized if multiple cameras are equally desirable. Otherwise, child list order will be used

    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 ClearShot 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 CameraState of the currently live child

    Methods

    Name Description
    ForceCameraPosition(Vector3, Quaternion)

    Force the virtual camera to assume a given position and orientation

    InternalUpdateCameraState(Vector3, float)

    Internal use only. 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.

    OnTransformChildrenChanged()

    Makes sure the internal child cache is up to date

    OnTransitionFromCamera(ICinemachineCamera, Vector3, float)

    Notification that this virtual camera is going live. This implementation resets the child randomization.

    ResetRandomization()

    If RandomizeChoice is enabled, call this to re-randomize the children next frame. This is useful if you want to freshen up the shot.

    概要
    トップに戻る
    Copyright © 2023 Unity Technologies — 商標と利用規約
    • 法律関連
    • プライバシーポリシー
    • クッキー
    • 私の個人情報を販売または共有しない
    • Your Privacy Choices (Cookie Settings)