Adventure Creator  1.68.2
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2018
AC.GameCameraAnimated Class Reference
Inheritance diagram for AC.GameCameraAnimated:
AC.CursorInfluenceCamera AC._Camera

Public Member Functions

override void _Update ()
 
bool isPlaying ()
 Checks if the AnimationClip "clip" is playing. More...
 
void PlayClip ()
 
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. More...
 
void ShowCursorInfluenceGUI ()
 
- Public Member Functions inherited from AC._Camera
virtual void SwitchTarget (Transform _target)
 Switches the camera's target. More...
 
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. More...
 
virtual void ResetTarget ()
 
void SetSplitScreen ()
 
void RemoveSplitScreen ()
 
virtual Vector2 GetPerspectiveOffset ()
 Gets the actual horizontal and vertical panning offsets. More...
 
bool IsActive ()
 Checks if the Camera is currently the MainCamera's active camera (attachedCamera) More...
 

Public Attributes

AnimationClip clip
 
bool loopClip
 
bool playOnStart
 
AnimatedCameraType animatedCameraType = AnimatedCameraType.PlayWhenActive
 
Paths pathToFollow
 
- 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
 
- Public Attributes inherited from AC._Camera
bool targetIsPlayer = true
 
Transform target
 
bool isDragControlled = false
 
float focalDistance = 10f
 

Protected Member Functions

override void Start ()
 
- Protected Member Functions inherited from AC._Camera
virtual void Awake ()
 
Vector3 PositionRelativeToCamera (Vector3 _position)
 
Vector3 RightVector ()
 
Vector3 ForwardVector ()
 
float ConstrainAxis (float desired, Vector2 range)
 
void MakeActive ()
 

Additional Inherited Members

- Protected Attributes inherited from AC._Camera
Vector2 inputMovement
 
- Properties inherited from AC._Camera
bool isFor2D [get, set]
 
Vector3 TargetForward [get]
 
Transform Target [get]
 
Camera Camera [get]
 

Detailed Description

A camera that plays an animation when it is made active. The animation will either play normally, or alternatively, set match its normalised time with the target's position along a Paths object - allowing for fancy camera movement as the Player moves around a scene.

Member Function Documentation

◆ _Update()

override void AC.GameCameraAnimated._Update ( )
virtual

Updates the camera. This is called every frame by StateHandler.

Reimplemented from AC._Camera.

◆ isPlaying()

bool AC.GameCameraAnimated.isPlaying ( )

Checks if the AnimationClip "clip" is playing.

Returns
True if the AnimationClip "clip" is playing

◆ MoveCameraInstant()

override void AC.GameCameraAnimated.MoveCameraInstant ( )
virtual

Moves the camera instantly to its destination.

Reimplemented from AC._Camera.

◆ PlayClip()

void AC.GameCameraAnimated.PlayClip ( )

Plays the AnimationClip "clip" if animatedCameraType = AnimatedCameraType.PlayWhenActive.

Member Data Documentation

◆ animatedCameraType

AnimatedCameraType AC.GameCameraAnimated.animatedCameraType = AnimatedCameraType.PlayWhenActive

How animations are played (PlayWhenActive, SyncWithTargetMovement)

◆ clip

AnimationClip AC.GameCameraAnimated.clip

The animation to play when this camera is made active

◆ loopClip

bool AC.GameCameraAnimated.loopClip

If True, and animatedCameraType = AnimatedCameraType.PlayWhenActive, then the animation will loop

◆ pathToFollow

Paths AC.GameCameraAnimated.pathToFollow

The Paths object to sync with animation, animatedCameraType = AnimatedCameraType.SyncWithTargetMovement

◆ playOnStart

bool AC.GameCameraAnimated.playOnStart

If True, and animatedCameraType = AnimatedCameraType.PlayWhenActive, then the animation will play when the scene begins, rather than waiting for it to become active