TopDown Engine  v3.6
MoreMountains.FeedbacksForThirdParty.MMF_CinemachineTransition Class Reference

This feedback will let you change the priorities of your cameras. It requires a bit of setup : adding a MMCinemachinePriorityListener to your different cameras, with unique Channel values on them. Optionally, you can add a MMCinemachinePriorityBrainListener on your Cinemachine Brain to handle different transition types and durations. Then all you have to do is pick a channel and a new priority on your feedback, and play it. Magic transition! More...

Inheritance diagram for MoreMountains.FeedbacksForThirdParty.MMF_CinemachineTransition:
MoreMountains.Feedbacks.MMF_Feedback

Public Types

enum  Modes { Modes.Event, Modes.Binding }
 

Public Attributes

override bool HasChannel => true
 sets the inspector color for this feedback More...
 
Modes Mode = Modes.Event
 the selected mode (either via event, or via direct binding of a specific camera) More...
 
bool ResetValuesAfterTransition = true
 whether or not to reset the target's values after shake More...
 
int NewPriority = 10
 the new priority to apply to all virtual cameras on the specified channel More...
 
bool ForceMaxPriority = true
 whether or not to force all virtual cameras on other channels to reset their priority to zero More...
 
bool ForceTransition = false
 whether or not to apply a new blend More...
 

Static Public Attributes

static bool FeedbackTypeAuthorized = true
 a static bool used to disable all feedbacks of this type at once More...
 

Protected Member Functions

override void CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f)
 Triggers a priority change on listening virtual cameras More...
 
override void CustomRestoreInitialValues ()
 On restore, we restore our initial state More...
 

Additional Inherited Members

Detailed Description

This feedback will let you change the priorities of your cameras. It requires a bit of setup : adding a MMCinemachinePriorityListener to your different cameras, with unique Channel values on them. Optionally, you can add a MMCinemachinePriorityBrainListener on your Cinemachine Brain to handle different transition types and durations. Then all you have to do is pick a channel and a new priority on your feedback, and play it. Magic transition!

Member Enumeration Documentation

◆ Modes

Member Function Documentation

◆ CustomPlayFeedback()

override void MoreMountains.FeedbacksForThirdParty.MMF_CinemachineTransition.CustomPlayFeedback ( Vector3  position,
float  feedbacksIntensity = 1.0f 
)
protectedvirtual

Triggers a priority change on listening virtual cameras

Parameters
position
feedbacksIntensity

Implements MoreMountains.Feedbacks.MMF_Feedback.

◆ CustomRestoreInitialValues()

override void MoreMountains.FeedbacksForThirdParty.MMF_CinemachineTransition.CustomRestoreInitialValues ( )
protectedvirtual

On restore, we restore our initial state

Reimplemented from MoreMountains.Feedbacks.MMF_Feedback.

Member Data Documentation

◆ FeedbackTypeAuthorized

bool MoreMountains.FeedbacksForThirdParty.MMF_CinemachineTransition.FeedbackTypeAuthorized = true
static

a static bool used to disable all feedbacks of this type at once

◆ ForceMaxPriority

bool MoreMountains.FeedbacksForThirdParty.MMF_CinemachineTransition.ForceMaxPriority = true

whether or not to force all virtual cameras on other channels to reset their priority to zero

◆ ForceTransition

bool MoreMountains.FeedbacksForThirdParty.MMF_CinemachineTransition.ForceTransition = false

whether or not to apply a new blend

◆ HasChannel

override bool MoreMountains.FeedbacksForThirdParty.MMF_CinemachineTransition.HasChannel => true

sets the inspector color for this feedback

◆ Mode

Modes MoreMountains.FeedbacksForThirdParty.MMF_CinemachineTransition.Mode = Modes.Event

the selected mode (either via event, or via direct binding of a specific camera)

◆ NewPriority

int MoreMountains.FeedbacksForThirdParty.MMF_CinemachineTransition.NewPriority = 10

the new priority to apply to all virtual cameras on the specified channel

◆ ResetValuesAfterTransition

bool MoreMountains.FeedbacksForThirdParty.MMF_CinemachineTransition.ResetValuesAfterTransition = true

whether or not to reset the target's values after shake


The documentation for this class was generated from the following file: