|
Adventure Creator 1.85.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2025
|
Public Types | |
| enum | CutsceneBehaviour { Freeze , Allow , Reset } |
Public Member Functions | |
| override Vector2 | CreateRotationOffset () |
| Returns a vector by which to tweak the camera's rotation. The x-axis will control the spin, and the y-axis will control the pitch. | |
| void | ShowCursorInfluenceGUI () |
| Public Member Functions inherited from AC._Camera | |
| virtual void | SwitchTarget (Transform _target) |
| Switches the camera's target. | |
| virtual bool | Is2D () |
| Checks if the camera is for 2D games. This is necessary for working out if the MainCamera needs to change its projection matrix. | |
| virtual void | _Update () |
| virtual void | ResetTarget () |
| virtual void | MoveCameraInstant () |
| void | SetSplitScreen () |
| void | RemoveSplitScreen () |
| virtual Vector2 | GetPerspectiveOffset () |
| Gets the actual horizontal and vertical panning offsets. | |
| bool | IsActive () |
| Checks if the Camera is currently the MainCamera's active camera (attachedCamera) | |
| void | MakeActive () |
Public Attributes | |
| bool | followCursor = false |
| Vector2 | cursorInfluence = new Vector2 (0.3f, 0.1f) |
| bool | constrainCursorInfluenceX = false |
| Vector2 | limitCursorInfluenceX |
| bool | constrainCursorInfluenceY = false |
| Vector2 | limitCursorInfluenceY |
| float | followCursorSpeed = 3f |
| CutsceneBehaviour | cutsceneBehaviour = CutsceneBehaviour.Freeze |
| CutsceneBehaviour | conversationBehaviour = CutsceneBehaviour.Freeze |
| Public Attributes inherited from AC._Camera | |
| bool | targetIsPlayer = true |
| Transform | target |
| bool | isDragControlled = false |
| float | focalDistance = 10f |
| bool | updateWhilePaused = false |
Protected Attributes | |
| Vector2 | actualCursorOffset |
| Protected Attributes inherited from AC._Camera | |
| Char | targetChar |
| Camera | _camera |
| Vector2 | inputMovement |
| bool | is2D = false |
Properties | |
| bool | FreezeCursorInfluence [get, set] |
| Properties inherited from AC._Camera | |
| Transform | Target [get] |
| Transform | CameraTransform [get] |
| Transform | Transform [get] |
| Camera | Camera [get] |
| bool | isFor2D [get, set] |
| virtual TransparencySortMode | TransparencySortMode [get] |
| Vector3 | TargetForward [get] |
| virtual bool | CursorOffsetForcesTranslation [get] |
Additional Inherited Members | |
| Protected Member Functions inherited from AC._Camera | |
| virtual void | Awake () |
| virtual void | OnEnable () |
| virtual void | Start () |
| virtual void | OnDisable () |
| Vector3 | PositionRelativeToCamera (Vector3 _position) |
| Vector3 | RightVector () |
| Vector3 | ForwardVector () |
| float | ConstrainAxis (float desired, Vector2 range, bool isAngle=false) |
A subclass of _Camera that allows for the cursor position to tweak the camera's rotation
|
virtual |
Returns a vector by which to tweak the camera's rotation. The x-axis will control the spin, and the y-axis will control the pitch.
<return>A vector by which to tweak the camera's rotation.
Reimplemented from AC._Camera.
Reimplemented in AC.GameCamera2D.
| bool AC.CursorInfluenceCamera.constrainCursorInfluenceX = false |
If True, and followCursor = True, then camera rotation according to the cursor's X position will be limited
| bool AC.CursorInfluenceCamera.constrainCursorInfluenceY = false |
If True, and followCursor = True, then camera rotation according to the cursor's Y position will be limited
| CutsceneBehaviour AC.CursorInfluenceCamera.conversationBehaviour = CutsceneBehaviour.Freeze |
The influence of the cursor position on the camera's rotation during conversations (Freeze, Allow, Reset)
| Vector2 AC.CursorInfluenceCamera.cursorInfluence = new Vector2 (0.3f, 0.1f) |
The influence that the cursor's position has on rotation, if followCursor = True
| CutsceneBehaviour AC.CursorInfluenceCamera.cutsceneBehaviour = CutsceneBehaviour.Freeze |
The influence of the cursor position on the camera's rotation during cutscenes (Freeze, Allow, Reset)
| bool AC.CursorInfluenceCamera.followCursor = false |
If True, then the camera will rotate towards the cursor's position on-screen
| float AC.CursorInfluenceCamera.followCursorSpeed = 3f |
The speed at which the camera follows the cursor
| Vector2 AC.CursorInfluenceCamera.limitCursorInfluenceX |
The lower and upper limits, if constrainCursorInfluenceX = True
| Vector2 AC.CursorInfluenceCamera.limitCursorInfluenceY |
The lower and upper limits, if constrainCursorInfluenceY = True
|
getset |
If True, the cursor's influence over the camera will be frozen