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    Class CinemachineImpulseManager.ImpulseEvent

    Describes an event that generates an impulse signal on one or more channels. The event has a location in space, a start time, a duration, and a signal. The signal will dissipate as the distance from the event location increases.

    Inheritance
    object
    CinemachineImpulseManager.ImpulseEvent
    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
    public class CinemachineImpulseManager.ImpulseEvent

    Fields

    Name Description
    m_Channel

    Channels on which this event will broadcast its signal.

    m_DirectionMode

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

    m_DissipationDistance

    Distance over which the dissipation occurs. Must be >= 0.

    m_DissipationMode

    How the signal dissipates with distance.

    m_Envelope

    Time-envelope of the signal.

    m_Position

    Worldspace origin of the signal.

    m_PropagationSpeed

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

    m_Radius

    Radius around the signal origin that has full signal value. Distance dissipation begins after this distance.

    m_SignalSource

    Raw signal source. The ouput of this will be scaled to fit in the envelope.

    m_StartTime

    Start time of the event.

    Properties

    Name Description
    Expired

    Returns true if the event is no longer generating a signal because its time has expired

    Methods

    Name Description
    Cancel(float, bool)

    Cancel the event at the supplied time

    Clear()

    Reset the event to a default state

    DistanceDecay(float)

    Calculate the the decay applicable at a given distance from the impact point

    GetDecayedSignal(Vector3, bool, out Vector3, out Quaternion)

    Get the signal that a listener at a given position would perceive

    概要
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