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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 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. | |
| override Vector2 | GetPerspectiveOffset () |
| Gets the actual horizontal and vertical panning offsets. | |
| void | SetPosition (Vector2 _position) |
| Sets the position to a specific point. This does not account for the offset, minimum or maximum values. | |
| Vector2 | GetPosition () |
| Gets the camera's position, relative to its original position. | |
| Public Member Functions inherited from AC._Camera | |
| virtual 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. | |
| virtual void | SwitchTarget (Transform _target) |
| Switches the camera's target. | |
| virtual void | ResetTarget () |
| virtual void | MoveCameraInstant () |
| void | SetSplitScreen () |
| void | RemoveSplitScreen () |
| bool | IsActive () |
| Checks if the Camera is currently the MainCamera's active camera (attachedCamera) | |
| void | MakeActive () |
Public Attributes | |
| RotationLock | xLock |
| RotationLock | yLock |
| float | xSpeed = 5f |
| float | ySpeed = 5f |
| float | xAcceleration = 5f |
| float | xDeceleration = 5f |
| float | yAcceleration = 5f |
| float | yDeceleration = 5f |
| bool | invertX |
| bool | invertY |
| float | minX |
| float | maxX |
| float | minY |
| float | maxY |
| float | xOffset |
| float | yOffset |
| float | xPadding = 5f |
| float | yPadding = 5f |
| SpriteRenderer | backgroundConstraint = null |
| bool | autoScaleToFitBackgroundConstraint = false |
| 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 | OnEnable () |
| override void | OnDisable () |
| virtual Vector2 | GetInputVector () |
| void | SetProjection () |
| void | SetOriginalPosition () |
| void | UpdateBackgroundConstraint () |
| void | OnUpdatePlayableScreenArea () |
| Protected Member Functions inherited from AC._Camera | |
| virtual void | Start () |
| Vector3 | PositionRelativeToCamera (Vector3 _position) |
| Vector3 | RightVector () |
| Vector3 | ForwardVector () |
| float | ConstrainAxis (float desired, Vector2 range, bool isAngle=false) |
Protected Attributes | |
| Vector2 | deltaPosition |
| Vector2 | position |
| Vector2 | perspectiveOffset |
| Vector3 | originalPosition |
| bool | _is2D |
| Vector2 | lastMousePosition |
| Vector2 | noInput = Vector2.zero |
| Protected Attributes inherited from AC._Camera | |
| Char | targetChar |
| Camera | _camera |
| Vector2 | inputMovement |
| bool | is2D = false |
Properties | |
| Vector2 | DeltaPosition [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] |
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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 |
Gets the actual horizontal and vertical panning offsets.
Reimplemented from AC._Camera.
| Vector2 AC.GameCamera2DDrag.GetPosition | ( | ) |
Gets the camera's position, relative to its original position.
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virtual |
Checks if the camera is for 2D games. This is necessary for working out if the MainCamera needs to change its projection matrix.
Reimplemented from AC._Camera.
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protectedvirtual |
Reimplemented from AC._Camera.
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protectedvirtual |
Reimplemented from AC._Camera.
| void AC.GameCamera2DDrag.SetPosition | ( | Vector2 | _position | ) |
Sets the position to a specific point. This does not account for the offset, minimum or maximum values.
| _position | The new position for the camera |
| bool AC.GameCamera2DDrag.autoScaleToFitBackgroundConstraint = false |
If True, and backgroundConstraint is set, then the camera will zoom in to fit the background if it is too zoomed out to fit
| SpriteRenderer AC.GameCamera2DDrag.backgroundConstraint = null |
If set, then the sprite's bounds will be used to set the horizontal and vertical limits, overriding constrainHorizontal and constrainVertical
| bool AC.GameCamera2DDrag.invertX |
If True, then X movement will be inverted
| bool AC.GameCamera2DDrag.invertY |
If True, then Y movement will be inverted
| float AC.GameCamera2DDrag.maxX |
The maximum X value, if xLock = RotationLock.Limited
| float AC.GameCamera2DDrag.maxY |
The maximum Y value, if yLock = RotationLock.Limited
| float AC.GameCamera2DDrag.minX |
The minimum X value, if xLock = RotationLock.Limited
| float AC.GameCamera2DDrag.minY |
The minimum Y value, if yLock = RotationLock.Limited
| float AC.GameCamera2DDrag.xAcceleration = 5f |
The acceleration of X movement
| float AC.GameCamera2DDrag.xDeceleration = 5f |
The deceleration of X movement
| RotationLock AC.GameCamera2DDrag.xLock |
How X movement is affected (Free, Limited, Locked)
| float AC.GameCamera2DDrag.xOffset |
The X offset
| float AC.GameCamera2DDrag.xPadding = 5f |
The distance to the horizontal limit to slow movement when within
| float AC.GameCamera2DDrag.xSpeed = 5f |
The speed of X movement
| float AC.GameCamera2DDrag.yAcceleration = 5f |
The acceleration of Y movement
| float AC.GameCamera2DDrag.yDeceleration = 5f |
The deceleration of Y movement
| RotationLock AC.GameCamera2DDrag.yLock |
How Y movement is affected (Free, Limited, Locked)
| float AC.GameCamera2DDrag.yOffset |
The Y offset
| float AC.GameCamera2DDrag.yPadding = 5f |
The distance to the vertial limit to slow movement when within
| float AC.GameCamera2DDrag.ySpeed = 5f |
The speed of Y movement