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    Class CinemachineGroupComposer

    This is a CinemachineComponent in the Aim section of the component pipeline. Its job is to aim the camera at a target object, with configurable offsets, damping, and composition rules.

    In addition, if the target is a ICinemachineTargetGroup, the behaviour will adjust the FOV and the camera distance to ensure that the entire group of targets is framed properly.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    CinemachineComponentBase
    CinemachineComposer
    CinemachineGroupComposer
    Inherited Members
    CinemachineComposer.m_TrackedObjectOffset
    CinemachineComposer.m_LookaheadTime
    CinemachineComposer.m_LookaheadSmoothing
    CinemachineComposer.m_LookaheadIgnoreY
    CinemachineComposer.m_HorizontalDamping
    CinemachineComposer.m_VerticalDamping
    CinemachineComposer.m_ScreenX
    CinemachineComposer.m_ScreenY
    CinemachineComposer.m_DeadZoneWidth
    CinemachineComposer.m_DeadZoneHeight
    CinemachineComposer.m_SoftZoneWidth
    CinemachineComposer.m_SoftZoneHeight
    CinemachineComposer.m_BiasX
    CinemachineComposer.m_BiasY
    CinemachineComposer.m_CenterOnActivate
    CinemachineComposer.IsValid
    CinemachineComposer.Stage
    CinemachineComposer.TrackedPoint
    CinemachineComposer.GetLookAtPointAndSetTrackedPoint(Vector3, Vector3, float)
    CinemachineComposer.OnTargetObjectWarped(Transform, Vector3)
    CinemachineComposer.ForceCameraPosition(Vector3, Quaternion)
    CinemachineComposer.PrePipelineMutateCameraState(ref CameraState, float)
    CinemachineComponentBase.Epsilon
    CinemachineComponentBase.VirtualCamera
    CinemachineComponentBase.FollowTarget
    CinemachineComponentBase.LookAtTarget
    CinemachineComponentBase.AbstractFollowTargetGroup
    CinemachineComponentBase.FollowTargetGroup
    CinemachineComponentBase.FollowTargetPosition
    CinemachineComponentBase.FollowTargetRotation
    CinemachineComponentBase.AbstractLookAtTargetGroup
    CinemachineComponentBase.LookAtTargetGroup
    CinemachineComponentBase.LookAtTargetPosition
    CinemachineComponentBase.LookAtTargetRotation
    CinemachineComponentBase.VcamState
    CinemachineComponentBase.BodyAppliesAfterAim
    CinemachineComponentBase.OnTransitionFromCamera(ICinemachineCamera, Vector3, float, ref CinemachineVirtualCameraBase.TransitionParams)
    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)]
    [AddComponentMenu("")]
    public class CinemachineGroupComposer : CinemachineComposer

    Fields

    Name Description
    m_AdjustmentMode

    How to adjust the camera to get the desired framing

    m_FrameDamping

    How aggressively the camera tries to frame the group. Small numbers are more responsive

    m_FramingMode

    What screen dimensions to consider when framing

    m_GroupFramingSize

    How much of the screen to fill with the bounding box of the targets.

    m_MaxDollyIn

    How much closer to the target can the camera go?

    m_MaxDollyOut

    How much farther from the target can the camera go?

    m_MaximumDistance

    Set this to limit how far from the taregt the camera can get

    m_MaximumFOV

    If adjusting FOV, will not set the FOV higher than this

    m_MaximumOrthoSize

    If adjusting Orthographic Size, will not set it higher than this

    m_MinimumDistance

    Set this to limit how close to the target the camera can get

    m_MinimumFOV

    If adjusting FOV, will not set the FOV lower than this

    m_MinimumOrthoSize

    If adjusting Orthographic Size, will not set it lower than this

    Properties

    Name Description
    LastBounds

    For editor visulaization of the calculated bounding box of the group

    LastBoundsMatrix

    For editor visualization of the calculated bounding box of the group

    Methods

    Name Description
    GetMaxDampTime()

    Report maximum damping time needed for this component.

    MutateCameraState(ref CameraState, float)

    Applies the composer rules and orients the camera accordingly

    概要
    トップに戻る
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