TopDown Engine v4.5
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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 { Event , Binding }

Public Attributes

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

Static Public Attributes

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

Protected Member Functions

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

Properties

override bool HasChannel [get]
 sets the inspector color for this feedback

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 )
protected

Triggers a priority change on listening virtual cameras.

Parameters
position
feedbacksIntensity

◆ CustomRestoreInitialValues()

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

On restore, we restore our initial state.

Reimplemented from MoreMountains.Feedbacks.MMF_Feedback.

◆ SetPriority()

virtual void MoreMountains.FeedbacksForThirdParty.MMF_CinemachineTransition.SetPriority ( int newPriority)
protectedvirtual

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

◆ 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

Property Documentation

◆ HasChannel

override bool MoreMountains.FeedbacksForThirdParty.MMF_CinemachineTransition.HasChannel
get

sets the inspector color for this feedback


The documentation for this class was generated from the following file:
  • H:/Code/MoreMountains/topdownengine/Assets/TopDownEngine/ThirdParty/MoreMountains/MMFeedbacks/MMFeedbacksForThirdParty/Cinemachine/Feedbacks/MMF_CinemachineTransition.cs