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Adventure Creator 1.85.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2025
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Public Member Functions | |
| override void | _Update () |
| override void | SwitchTarget (Transform _target) |
| Switches the camera's target. | |
| override void | MoveCameraInstant () |
| Public Member Functions inherited from AC.CursorInfluenceCamera | |
| 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 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 | ResetTarget () |
| 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 | actFromDefaultPlayerStart = true |
| bool | lockXLocAxis = true |
| bool | lockYLocAxis = true |
| bool | lockZLocAxis = true |
| bool | lockXRotAxis = true |
| bool | lockYRotAxis = true |
| bool | lockFOV = true |
| CameraLocConstrainType | xLocConstrainType |
| CameraLocConstrainType | yLocConstrainType = CameraLocConstrainType.TargetHeight |
| CameraLocConstrainType | zLocConstrainType |
| CameraLocConstrainType | xRotConstrainType = CameraLocConstrainType.TargetHeight |
| CameraRotConstrainType | yRotConstrainType |
| BoxCollider | boxColliderBounds = null |
| float | xGradient = 1f |
| float | yGradientLoc = 1f |
| float | zGradient = 1f |
| float | xGradientRot = 2f |
| float | yGradient = 2f |
| float | FOVGradient = 2f |
| float | xOffset = 0f |
| float | yOffsetLoc = 0f |
| float | zOffset = 0f |
| float | xOffsetRot = 0f |
| float | yOffset = 0f |
| float | FOVOffset = 0f |
| float | xFreedom = 2f |
| float | yFreedom = 2f |
| float | zFreedom = 2f |
| bool | limitX |
| bool | limitYLoc |
| bool | limitZ |
| bool | limitXRot |
| bool | limitY |
| bool | limitFOV |
| float | targetHeight |
| float | targetXOffset |
| float | targetZOffset |
| Vector2 | constrainX |
| Vector2 | constrainYLoc |
| Vector2 | constrainZ |
| Vector2 | constrainXRot |
| Vector2 | constrainY |
| Vector2 | constrainFOV |
| float | directionInfluence = 0f |
| float | dampSpeed = 0.9f |
| bool | focalPointIsTarget = false |
| Public Attributes inherited from AC.CursorInfluenceCamera | |
| 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 Member Functions | |
| override void | Awake () |
| override void | Start () |
| void | SetTargetOriginalPosition () |
| void | TrackTarget2D_X () |
| void | TrackTarget2D_Y () |
| void | TrackTarget2D_Z () |
| float | GetDesiredPosition (float originalValue, float gradient, float offset, CameraLocConstrainType constrainType) |
| bool | AllLocked () |
| void | SetFocalPoint () |
| void | SetOriginalPosition () |
| void | SetDesired () |
| void | SetDesiredFOV () |
| Protected Member Functions inherited from AC._Camera | |
| virtual void | OnEnable () |
| virtual void | OnDisable () |
| Vector3 | PositionRelativeToCamera (Vector3 _position) |
| Vector3 | RightVector () |
| Vector3 | ForwardVector () |
| float | ConstrainAxis (float desired, Vector2 range, bool isAngle=false) |
Protected Attributes | |
| Vector3 | desiredPosition |
| float | desiredSpin |
| float | desiredPitch |
| float | desiredFOV |
| Vector3 | originalTargetPosition |
| Vector3 | originalPosition |
| float | originalSpin |
| float | originalPitch |
| float | originalFOV |
| bool | haveSetOriginalPosition = false |
| Protected Attributes inherited from AC.CursorInfluenceCamera | |
| Vector2 | actualCursorOffset |
| Protected Attributes inherited from AC._Camera | |
| Char | targetChar |
| Camera | _camera |
| Vector2 | inputMovement |
| bool | is2D = false |
Additional Inherited Members | |
| Public Types inherited from AC.CursorInfluenceCamera | |
| enum | CutsceneBehaviour { Freeze , Allow , Reset } |
| Properties inherited from AC.CursorInfluenceCamera | |
| 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] |
The standard camera used in 3D games.
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virtual |
Updates the camera. This is called every frame by StateHandler.
Reimplemented from AC._Camera.
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protectedvirtual |
Reimplemented from AC._Camera.
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virtual |
Moves the camera instantly to its destination.
Reimplemented from AC._Camera.
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protectedvirtual |
Reimplemented from AC._Camera.
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virtual |
| bool AC.GameCamera.actFromDefaultPlayerStart = true |
If True, then the camera's position will be relative to the scene's default PlayerStart, rather then the Player's initial position. This ensures that camera movement is the same regardless of where the Player begins in the scene
| Vector2 AC.GameCamera.constrainFOV |
The lower and upper FOV limits, if limitFOV = True
| Vector2 AC.GameCamera.constrainX |
The lower and upper X-axis movement limits, if limitX = True
| Vector2 AC.GameCamera.constrainXRot |
The lower and upper pitch rotation limits, if limitXRot = True
| Vector2 AC.GameCamera.constrainY |
The lower and upper spin rotation limits, if limitY = True
| Vector2 AC.GameCamera.constrainYLoc |
The lower and upper Y-axis movement limits, if limitYLoc = True
| Vector2 AC.GameCamera.constrainZ |
The lower and upper Z-axis movement limits, if limitZ = True
| float AC.GameCamera.dampSpeed = 0.9f |
The follow speed when tracking a target
| float AC.GameCamera.directionInfluence = 0f |
The influence that the target's facing direction has on the tracking position
| bool AC.GameCamera.focalPointIsTarget = false |
If True, then focalDistance will match the distance to target
| float AC.GameCamera.FOVGradient = 2f |
The influence of the target's position on FOV, if lockFOV = True
| float AC.GameCamera.FOVOffset = 0f |
The FOV offset, if lockXLocAxis = False
| bool AC.GameCamera.limitFOV |
If True, then FOV will be limited to minimum and maximum values
| bool AC.GameCamera.limitX |
If True, then X-axis movement will be limited to minimum and maximum values
| bool AC.GameCamera.limitXRot |
If True, then pitch rotation will be limited to minimum and maximum values
| bool AC.GameCamera.limitY |
If True, then spin rotation will be limited to minimum and maximum values
| bool AC.GameCamera.limitYLoc |
If True, then Y-axis movement will be limited to minimum and maximum values
| bool AC.GameCamera.limitZ |
If True, then Z-axis movement will be limited to minimum and maximum values
| bool AC.GameCamera.lockFOV = true |
If True, changing of the FOV is prevented
| bool AC.GameCamera.lockXLocAxis = true |
If True, movement in the X-axis is prevented
| bool AC.GameCamera.lockXRotAxis = true |
If True, pitch rotation is prevented
| bool AC.GameCamera.lockYLocAxis = true |
If True, movement in the Y-axis is prevented
| bool AC.GameCamera.lockYRotAxis = true |
If True, spin rotation is prevented
| bool AC.GameCamera.lockZLocAxis = true |
If True, movement in the Z-axis is prevented
| float AC.GameCamera.targetHeight |
The target height offset
| float AC.GameCamera.targetXOffset |
The target positional offset in the X-axis
| float AC.GameCamera.targetZOffset |
The target positional offset in the Z-axis
| float AC.GameCamera.xFreedom = 2f |
The track freedom along the X-axis, if xLocConstrainType = CameraLocConstrainType.SideScrolling
| float AC.GameCamera.xGradient = 1f |
The influence of the target's position on X-axis movement, if lockXLocAxis = False
| float AC.GameCamera.xGradientRot = 2f |
The influence of the target's position on pitch rotation, if lockXRotAxis = False
| CameraLocConstrainType AC.GameCamera.xLocConstrainType |
The constrain type on X-axis movement, if lockXLocAxis = False (TargetX, TargetZ, TargetAcrossScreen, TargetIntoScreen, SideScrolling, TargetHeight)
| float AC.GameCamera.xOffset = 0f |
The X-axis position offset, if lockXLocAxis = False
| float AC.GameCamera.xOffsetRot = 0f |
The pitch rotation offset, if lockXRotAxis = False
| CameraLocConstrainType AC.GameCamera.xRotConstrainType = CameraLocConstrainType.TargetHeight |
The constrain type on pitch rotation, if lockXRotAxis = False (TargetX, TargetZ, TargetAcrossScreen, TargetIntoScreen, SideScrolling, TargetHeight)
| float AC.GameCamera.yFreedom = 2f |
The track freedom along the Y-axis, if yLocConstrainType = CameraLocConstrainType.SideScrolling
| float AC.GameCamera.yGradient = 2f |
The influence of the target's position on spin rotation, if lockYRotAxis = False
| float AC.GameCamera.yGradientLoc = 1f |
The influence of the target's position on Y-axis movement, if lockYLocAxis = False
| CameraLocConstrainType AC.GameCamera.yLocConstrainType = CameraLocConstrainType.TargetHeight |
The constrain type on Y-axis movement, if lockYLocAxis = False (TargetX, TargetZ, TargetAcrossScreen, TargetIntoScreen, SideScrolling, TargetHeight)
| float AC.GameCamera.yOffset = 0f |
The spin rotation offset, if lockYRotAxis = False
| float AC.GameCamera.yOffsetLoc = 0f |
The Y-axis position offset, if lockYLocAxis = False
| CameraRotConstrainType AC.GameCamera.yRotConstrainType |
The constrain type on spin rotation, if lockYRotAxis = False (TargetX, TargetZ, TargetAcrossScreen, TargetIntoScreen, LookAtTarget)
| float AC.GameCamera.zFreedom = 2f |
The track freedom along the Z-axis, if zLocConstrainType = CameraLocConstrainType.SideScrolling
| float AC.GameCamera.zGradient = 1f |
The influence of the target's position on Z-axis movement, if lockZLocAxis = False
| CameraLocConstrainType AC.GameCamera.zLocConstrainType |
The constrain type on Z-axis movement, if lockZLocAxis = False (TargetX, TargetZ, TargetAcrossScreen, TargetIntoScreen, SideScrolling, TargetHeight)
| float AC.GameCamera.zOffset = 0f |
The Z-axis position offset, if lockZLocAxis = False