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    Class CinemachineImpulseDefinition

    Definition of an impulse signal that gets propagated to listeners.

    Here you provide a Raw Signal source, and define an envelope for time-scaling it to craft the complete Impulse signal shape. Also, you provide here parameters that define how the signal dissipates with spatial distance from the source location. Finally, you specify the Impulse Channel on which the signal will be sent.

    An API method is provided here to take these parameters, create an Impulse Event, and broadcast it on the channel.

    When creating a custom Impulse Source class, you will have an instance of this class as a field in your custom class. Be sure also to include the [CinemachineImpulseDefinition] attribute on the field, to get the right property drawer for it.

    Inheritance
    object
    CinemachineImpulseDefinition
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    Namespace: Cinemachine
    Assembly: solution.dll
    Syntax
    [DocumentationSorting(DocumentationSortingAttribute.Level.API)]
    [Serializable]
    public class CinemachineImpulseDefinition

    Fields

    Name Description
    m_AmplitudeGain

    Gain to apply to the amplitudes defined in the signal source asset.

    m_DirectionMode

    How the signal direction behaves as the listener moves away from the origin.

    m_DissipationDistance

    At this distance beyond the impact radius, the signal will have dissipated to zero.

    m_DissipationMode

    This defines how the signal will dissipate with distance beyond the impact radius.

    m_FrequencyGain

    Scale factor to apply to the time axis.

    m_ImpactRadius

    The signal will have full amplitude in this radius surrounding the impact point.
    Beyond that it will dissipate with distance.

    m_ImpulseChannel

    Impulse events generated here will appear on the channels included in the mask.

    m_PropagationSpeed

    The speed (m/s) at which the impulse propagates through space. High speeds allow listeners to react instantaneously, while slower speeds allow listeners in the scene to react as if to a wave spreading from the source.

    m_Randomize

    Randomize the signal start time

    m_RawSignal

    Defines the signal that will be generated.

    m_RepeatMode

    How to fit the signal into the envelope time

    m_TimeEnvelope

    This defines the time-envelope of the signal.
    The raw signal will be time-scaled to fit in the envelope.

    Methods

    Name Description
    CreateAndReturnEvent(Vector3, Vector3)

    Generate an impulse event at a location in space, and broadcast it on the appropriate impulse channel

    CreateEvent(Vector3, Vector3)

    Generate an impulse event at a location in space, and broadcast it on the appropriate impulse channel

    OnValidate()

    Call this from your behaviour's OnValidate to validate the fields here

    概要
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