{!See https://docs.google.com/document/d/1takg_GmIBBKKTj-GHZCwzxohpQz7Bhekivkk72kYMtE/edit for reference implementation of OneTrust, dataLayer and GTM} {!OneTrust Cookies Consent} {!OneTrust Cookies Consent end} {!dataLayer initialization push} {!dataLayer initialization push end} {!Google Tag Manager} {!Google Tag Manager end} Class CinemachineOrbitalTransposer | Cinemachine | 2.3.5-preview.3
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    목차 표시/숨기기

    Class CinemachineOrbitalTransposer

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

    This component is typically used to implement a camera that follows its target. It can accept player input from an input device, which allows the player to dynamically control the relationship between the camera and the target, for example with a joystick.

    The OrbitalTransposer introduces the concept of Heading, which is the direction in which the target is moving, and the OrbitalTransposer will attempt to position the camera in relationship to the heading, which is by default directly behind the target. You can control the default relationship by adjusting the Heading Bias setting.

    If you attach an input controller to the OrbitalTransposer, then the player can also control the way the camera positions itself in relation to the target heading. This allows the camera to move to any spot on an orbit around the target.

    상속
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    CinemachineComponentBase
    CinemachineTransposer
    CinemachineOrbitalTransposer
    상속된 멤버
    CinemachineTransposer.m_BindingMode
    CinemachineTransposer.m_FollowOffset
    CinemachineTransposer.m_XDamping
    CinemachineTransposer.m_YDamping
    CinemachineTransposer.m_ZDamping
    CinemachineTransposer.m_AngularDampingMode
    CinemachineTransposer.m_PitchDamping
    CinemachineTransposer.m_YawDamping
    CinemachineTransposer.m_RollDamping
    CinemachineTransposer.m_AngularDamping
    CinemachineTransposer.HideOffsetInInspector
    CinemachineTransposer.EffectiveOffset
    CinemachineTransposer.IsValid
    CinemachineTransposer.Stage
    CinemachineTransposer.InitPrevFrameStateInfo(ref CameraState, float)
    CinemachineTransposer.TrackTarget(float, Vector3, Vector3, out Vector3, out Quaternion)
    CinemachineTransposer.Damping
    CinemachineTransposer.AngularDamping
    CinemachineTransposer.GetReferenceOrientation(Vector3)
    CinemachineComponentBase.Epsilon
    CinemachineComponentBase.VirtualCamera
    CinemachineComponentBase.FollowTarget
    CinemachineComponentBase.LookAtTarget
    CinemachineComponentBase.FollowTargetGroup
    CinemachineComponentBase.FollowTargetPosition
    CinemachineComponentBase.FollowTargetRotation
    CinemachineComponentBase.LookAtTargetGroup
    CinemachineComponentBase.LookAtTargetPosition
    CinemachineComponentBase.LookAtTargetRotation
    CinemachineComponentBase.VcamState
    CinemachineComponentBase.PrePipelineMutateCameraState(ref CameraState, float)
    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)
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    Component.GetComponentsInChildren<T>()
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    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()
    네임스페이스: Cinemachine
    어셈블리: solution.dll
    구문
    [DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
    [AddComponentMenu("")]
    public class CinemachineOrbitalTransposer : CinemachineTransposer

    필드

    이름 설명
    m_Heading

    The definition of Forward. Camera will follow behind.

    m_HeadingIsSlave

    Drive the x-axis setting programmatically. Automatic heading updating will be disabled.

    m_RecenterToTargetHeading

    Parameters that control Automating Heading Recentering

    m_XAxis

    Axis representing the current heading. Value is in degrees and represents a rotation about the up vector

    메서드

    이름 설명
    GetAxisClosestValue(Vector3, Vector3)

    What axis value would we need to get as close as possible to the desired cameraPos?

    GetTargetCameraPosition(Vector3)

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

    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.

    OnTransitionFromCamera(ICinemachineCamera, Vector3, float, ref TransitionParams)

    Notification that this virtual camera is going live. Base class implementation does nothing.

    OnValidate()

    Derived classes should call this from their OnValidate() implementation

    UpdateHeading(float, Vector3, ref AxisState, ref Recentering, bool)

    Update the X axis and calculate the heading. This can be called by a delegate with a custom axis.

    Used for damping. If less than 0, no damping is done. World Up, set by the CinemachineBrain Axis value
    문서 개요
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