public static class
Utilities for an Orthographic camera.
public static OrthographicRaycast
Summary:
Fires a ray from ReferenceCamera to mouse position.
Params:
ReferenceCamera:
The camera to fire a ray from using ScreenPointToRay.
Returns:
OrthographicRaycast
public static Plane
Plane
The Plane to pan a Camera for an Orthographic world.
public static void
Summary:
Pan ReferenceCamera using ButtonToActivate by linearly interpolating with InterpolateSpeed.
Params:
ReferenceCamera:
The camera to pan.
ButtonToActivate:
The mouse button to start activate panning.
InterpolateSpeed:
The speed to ease the camera's movement.
public struct
RaycastHit2D information about the Raycast.
public RaycastHit2D
Raycast
The RaycastHit2D information about the ray itself.
public bool
bHit
If raycast hit something.
A GameObject Orbit Utility class.
bShowArmLine
True to show Debug Lines.
Target
The Transform this SpringArm will track.
ArmRotation
The Rotation of this Spring Arm's orbit around Target.
Offset
The positional Offset this Spring Arm will take.
OrientationAngleOffset
The Angle Offset to apply when this Spring Arm Orients towards Target.
bShouldOrientTowardsTarget
True if this Spring Arm should Orient towards Target.
Distance
The Distance this Spring Arm will try to keep from Target.
PositionalLagStrength
The Strength of Lag to be applied when changing positions.
protected void
Summary:
Sets the Rotation and Distance with Collision Checks, and then Orients to Target.
protected void
Summary:
Sets the Rotation and Distance of this Spring Arm around and from Target, respectively.
Params:
SpringArmRotation:
The Rotation of the Spring Arm should take.
SpringArmDistance:
The Distance the Spring Arm should try to maintain from Target.
public void
Summary:
Rotates the Spring Arm by Pitch and Yaw.
protected virtual bool
Summary:
Determines which Point this Spring Arm should assume when doing MultiRaycast.
Remarks:
By default, the two Points: Previous and Comparison, are based on altitude (Y-Axis).
Returns:
True if Comparison takes precedence over Previous.
public Vector3
Summary:
Gets the Target Position.
Params:
bWithOffsets:
True to consider Offset.
Returns:
Target's Position, considering Offset.
protected virtual Vector3
Summary:
Computes the world-space position of Rotation AtDistance.
Params:
AtDistance:
The distance away from Target.
Rotation:
The rotation to calculate.
Returns:
The Position from Target relative to a Rotation orbit AtDistance.
protected virtual Vector3
Summary:
Computes the position of this Spring Arm's ArmRotation AtDistance.
Params:
AtDistance:
The distance away from Target when rotated by ArmRotation.
Returns:
The position of ArmRotation around Target AtDistance .
protected virtual Vector3
Summary:
Computes the position of a given Rotation at this Spring Arm's desired Distance.
Params:
Rotation:
The rotation to calculate.
Returns:
The position of Rotation around Target at Distance.
protected Vector3
Summary:
An orientation vector of ArmRotation.
protected Vector3
Summary:
An orientation vector of a given Rotation.
protected MRotator
Summary:
Converts Rotation into a world-space rotation, relative to Target.
Params:
Rotation:
The rotation to convert.
Returns:
A Rotation relative to Target.
Spring Arm Collision Settings.
CollisionType
The type of Collision to check.
OnlyCollideWith
The Layer that collisions.
CollisionDistanceGap
The buffer distance between the Spring Arm and the point of Collision.
AdvancedCollisionActivationDistance
The distance required to activate Advanced Collision Logic.
AdvancedCollisionAngleDelta
The step angle at which Advanced Collision Logic should search.
AdvancedColisionSearchAngle
The angle at which the Advanced Collision Logic should be spread.
bShowAdvancedDebug
True to show Advanced Collision Logic Debug Lines.
Spring Arm Collision Types.
NoCollision
Ignore Collisions.
SingleRaycast
Individual Collision Check Type.
MultiRaycast
Advanced Collision Check Type.
public static class
Utilities for a Camera following or looking at something.
public static void
Summary:
Have the ReferenceCamera follow Target.
Params:
ReferenceCamera:
The camera to move.
Target:
The target's transform component.
public static void
Summary:
Have the ReferenceCamera to follow Target at an offset.
Params:
ReferenceCamera:
The camera to move.
Target:
The target's transform component.
Offset:
The target's position at an offset.
public static void
Summary:
Have the ReferenceCamera follow Target.
Params:
ReferenceCamera:
The camera to move.
Target:
The target's position to follow.
public static void
Summary:
Have the ReferenceCamera follow Target at an offset.
Params:
ReferenceCamera:
The camera to move.
Target:
The target's position to follow.
Offset:
The target's position at an offset.
public static void
Summary:
Have the main camera follow Target.
public static void
Summary:
Have the main camera follow target's transform at an offset.
Params:
Target:
The target's transform component.
Offset:
The target's position at an offset.
public static void
Summary:
Have the main camera follow Target.
public static void
Summary:
Have the main camera follow Target at an offset.
Params:
Target:
The target's position.
Offset:
The target's position at an offset.
public static void
Summary:
Ensures the Self always faces the main camera.
Params:
Self:
The transform to look towards the main camera.
public static void
Summary:
Ensures the Self always faces ReferenceCamera.
Params:
Self:
The transform to look towards the camera.
ReferenceCamera:
The camera to look at.
[Obsolete] public static void
Summary:
Ensures the Self always faces Point.
Params:
Self:
The transform to look towards the point.
Point:
The transform of where self needs to look towards
[Obsolete] public static void
Summary:
Ensures the Self always faces Point.
Params:
Self:
The transform to look towards the point.
Point:
The point in world coordinates.