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    Interface ICinemachineCamera

    An abstract representation of a virtual camera which lives within the Unity scene

    Namespace: Cinemachine
    Assembly: solution.dll
    Syntax
    public interface ICinemachineCamera

    Properties

    Name Description
    Description

    Gets a brief debug description of this virtual camera, for use when displayiong debug info

    Follow

    The thing the camera wants to follow (moving camera). May be null.

    IsValid

    Will return false if this references a deleted object

    LookAt

    The thing the camera wants to look at (aim). May be null.

    Name

    Gets the name of this virtual camera. For use when deciding how to blend to or from this camera

    ParentCamera

    For cameras that implement child cameras, returns the parent vcam, otherwise null.

    Priority

    Gets the priority of this ICinemachineCamera. The virtual camera will be inserted into the global priority stack based on this value.

    State

    Camera state at the current time.

    VirtualCameraGameObject

    Gets the virtual camera game attached to this class.

    Methods

    Name Description
    InternalUpdateCameraState(Vector3, float)

    Updates this Cinemachine Camera. For an active camera this should be called once and only once each frame. To guarantee this, you should never call this method directly. Always use CinemachineCore.UpdateVirtualCamera(ICinemachineCamera, Vector3, float), which has protection against multiple calls per frame.

    IsLiveChild(ICinemachineCamera, bool)

    Check whether the vcam is a live child of this camera.

    OnTargetObjectWarped(Transform, Vector3)

    This is called to notify the component that a target got warped, so that the component can update its internal state to make the camera also warp seamlessy. Base class implementation does nothing.

    OnTransitionFromCamera(ICinemachineCamera, Vector3, float)

    Notification that a new camera is being activated. This is sent to the currently active camera. Both may be active simultaneously for a while, if blending.

    UpdateCameraState(Vector3, float)

    Update the camera's state. The implementation must guarantee against multiple calls per frame, and should use CinemachineCore.UpdateVirtualCamera(ICinemachineCamera, Vector3, mfloat), which has protection against multiple calls per frame.

    概要
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