ActionAdventureKit 1.7.3
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camera controller for players, provide input in OnInput(InputValue) or SetInput(Vector2)
rotates its own transform so it should be put on the pivot for a 3rd person style free look camera
can be locked to targets and smoothly transitionto another one with cinemachine virtual cameras, check the exact setup in the AdventureSouls demo
Public Member Functions | |
override void | SetInput (Vector2 value) |
override void | SetTarget (LockOnPoint target) |
override void | ResetCamera () |
override void | ResetToReference () |
override void | ResetToMain () |
Public Member Functions inherited from AdventureCore.LockableCameraBase | |
virtual void | OnInput (InputAction.CallbackContext context) |
virtual void | OnInput (InputValue value) |
void | SetInput (Vector2 value) |
void | SetTarget (LockOnPoint target) |
void | ResetCamera () |
void | ResetToReference () |
void | ResetToMain () |
Public Attributes | |
Cinemachine.CinemachineVirtualCamera | FreeCamera |
Cinemachine.CinemachineVirtualCamera | LockedCameraA |
Cinemachine.CinemachineVirtualCamera | LockedCameraB |
Additional Inherited Members | |
Properties inherited from AdventureCore.LockableCameraBase | |
virtual bool | IsSuspended [get, set] |