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    Class CinemachineTransposer

    This is a CinemachineComponent in the Body section of the component pipeline. Its job is to position the camera in a fixed relationship to the vcam's Follow target object, with offsets and damping.

    The Tansposer will only change the camera's position in space. It will not re-orient or otherwise aim the camera. To to that, you need to instruct the vcam in the Aim section of its pipeline.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    CinemachineComponentBase
    CinemachineTransposer
    CinemachineOrbitalTransposer
    Inherited Members
    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.PrePipelineMutateCameraState(ref CameraState, float)
    CinemachineComponentBase.BodyAppliesAfterAim
    CinemachineComponentBase.OnTransitionFromCamera(ICinemachineCamera, Vector3, float, ref CinemachineVirtualCameraBase.TransitionParams)
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
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    Object.Destroy(Object, float)
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    Namespace: Cinemachine
    Assembly: solution.dll
    Syntax
    [DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
    [AddComponentMenu("")]
    public class CinemachineTransposer : CinemachineComponentBase

    Fields

    Name Description
    m_AngularDamping

    How aggressively the camera tries to track the target's orientation. Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.

    m_AngularDampingMode

    How to calculate the angular damping for the target orientation. Use Quaternion if you expect the target to take on very steep pitches, which would be subject to gimbal lock if Eulers are used.

    m_BindingMode

    The coordinate space to use when interpreting the offset from the target

    m_FollowOffset

    The distance which the transposer will attempt to maintain from the transposer subject

    m_PitchDamping

    How aggressively the camera tries to track the target rotation's X angle. Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.

    m_RollDamping

    How aggressively the camera tries to track the target rotation's Z angle. Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.

    m_XDamping

    How aggressively the camera tries to maintain the offset in the X-axis. Small numbers are more responsive, rapidly translating the camera to keep the target's x-axis offset. Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors

    m_YDamping

    How aggressively the camera tries to maintain the offset in the Y-axis. Small numbers are more responsive, rapidly translating the camera to keep the target's y-axis offset. Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors

    m_YawDamping

    How aggressively the camera tries to track the target rotation's Y angle. Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.

    m_ZDamping

    How aggressively the camera tries to maintain the offset in the Z-axis. Small numbers are more responsive, rapidly translating the camera to keep the target's z-axis offset. Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors

    Properties

    Name Description
    AngularDamping

    Damping speeds for each of the 3 axes of the target's rotation

    Damping

    Damping speeds for each of the 3 axes of the offset from target

    EffectiveOffset

    Get the target offset, with sanitization

    HideOffsetInInspector

    Hide the offset in int inspector. Used by FreeLook.

    IsValid

    True if component is enabled and has a valid Follow target

    Stage

    Get the Cinemachine Pipeline stage that this component implements. Always returns the Body stage

    Methods

    Name Description
    ForceCameraPosition(Vector3, Quaternion)

    Force the virtual camera to assume a given position and orientation

    GetMaxDampTime()

    Report maximum damping time needed for this component.

    GetOffsetForMinimumTargetDistance(Vector3, Vector3, Vector3, Vector3, Vector3)

    Return a new damped target position that respects the minimum distance from the real target

    GetReferenceOrientation(Vector3)

    Internal API for the Inspector Editor, so it can draw a marker at the target

    GetTargetCameraPosition(Vector3)

    Internal API for the Inspector Editor, so it can draw a marker at the target

    InitPrevFrameStateInfo(ref CameraState, float)

    Initializes the state for previous frame if appropriate.

    MutateCameraState(ref CameraState, float)

    Positions the virtual camera according to the transposer rules.

    OnTargetObjectWarped(Transform, Vector3)

    This is called to notify the us that a target got warped, so that we can update its internal state to make the camera also warp seamlessy.

    OnValidate()

    Derived classes should call this from their OnValidate() implementation

    TrackTarget(float, Vector3, Vector3, out Vector3, out Quaternion)

    Positions the virtual camera according to the transposer rules.

    概要
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