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Exoa.Cameras.CameraBase Class Reference
Inheritance diagram for Exoa.Cameras.CameraBase:
Exoa.Cameras.CameraOrthoBase Exoa.Cameras.CameraPerspBase Exoa.Cameras.CameraIsometricOrtho Exoa.Cameras.CameraSideScrollOrtho Exoa.Cameras.CameraTopDownOrtho Exoa.Cameras.CameraPerspective Exoa.Cameras.CameraFree

Public Types

enum  InputMapFingerDrag { Translate , RotateAround , RotateHead , None }
 
enum  InputMapFingerPinch { ZoomAndRotate , RotateOnly , ZoomOnly , None }
 
enum  InputMapScrollWheel { ZoomUnderMouse , ZoomInCenter , None }
 

Public Member Functions

virtual Matrix4x4 GetMatrix ()
 Return the matrix of the camera transform, in order to blend it when switching modes More...
 
void SetGroundHeightAnimated (float newHeight, bool animate, float duration)
 This let you change the ground height at any moment in order to change at which y position the fingers will be intercepted. This version lets you animate it More...
 
void SetGroundHeight (float y)
 This let you change the ground height at any moment in order to change at which y position the fingers will be intercepted More...
 
void RotateFromVector (Vector2 delta)
 Rotate the camera manually More...
 
virtual void ResetCamera ()
 Reset the camera to initial values More...
 
virtual void SetResetValues (Vector3 offset, Quaternion rotation, float distanceOrSize)
 Set the initial values for the reset function More...
 
void MoveCameraToInstant (Vector3 targetPosition)
 Moves the Camera offset position on ground to a new position, in 1 frame More...
 
void MoveCameraToInstant (Vector3 targetPosition, float targetDistanceOrSize)
 Moves the Camera offset position on ground and distance from it, in 1 frame More...
 
void MoveCameraToInstant (Vector3 targetPosition, Vector2 targetRotation)
 Moves the Camera offset position on ground and rotation, in 1 frame More...
 
void MoveCameraToInstant (Vector3 targetPosition, Quaternion targetRotation)
 Moves the Camera offset position on ground and rotation, in 1 frame More...
 
void MoveCameraToInstant (Vector3 targetPosition, float targetDistanceOrSize, Vector2 targetRotation)
 Moves the Camera offset position on ground, distance from it and rotation, in 1 frame More...
 
void MoveCameraToInstant (Vector3 targetPosition, float targetDistanceOrSize, Quaternion targetRotation)
 Moves the Camera offset position on ground, distance from it and rotation, in 1 frame More...
 
void MoveCameraTo (Vector3 targetPosition)
 Moves the Camera offset position on ground, animated More...
 
void MoveCameraTo (Vector3 targetPosition, float targetDistanceOrSize)
 Moves the Camera offset position on ground, distance from it, animated More...
 
void MoveCameraTo (Vector3 targetPosition, Vector2 targetRotation)
 Moves the Camera offset position on ground, and rotation, animated More...
 
void MoveCameraTo (Vector3 targetPosition, Quaternion targetRotation)
 Moves the Camera offset position on ground, and rotation, animated More...
 
void MoveCameraTo (Vector3 targetPosition, float targetDistanceOrSize, Vector2 targetRotation)
 Moves the Camera offset position on ground, distance from it and rotation, animated More...
 
void MoveCameraTo (Vector3 targetPosition, float targetDistanceOrSize, Quaternion targetRotation)
 Moves the Camera offset position on ground, distance from it and rotation, animated More...
 
void FocusCamera (Vector3 targetPosition, bool instant=false)
 Alias of MoveCameraTo More...
 
void FocusCamera (Vector3 targetPosition, float targetDistanceOrSize, bool instant=false)
 Alias of MoveCameraTo More...
 
void FocusCamera (Vector3 targetPosition, Vector2 targetRotation, bool instant=false)
 Alias of MoveCameraTo More...
 
void FocusCamera (Vector3 targetPosition, Quaternion targetRotation, bool instant=false)
 Alias of MoveCameraTo More...
 
void FocusCamera (Vector3 targetPosition, float targetDistanceOrSize, Vector2 targetRotation, bool instant=false)
 Alias of MoveCameraTo More...
 
void FocusCamera (Vector3 targetPosition, float targetDistanceOrSize, Quaternion targetRotation, bool instant=false)
 Alias of MoveCameraTo More...
 
virtual void FocusCameraOnGameObject (GameObject go, bool allowYOffsetFromGround=false)
 Focus the camera on a GameObject (distance animation) More...
 
virtual void FollowGameObject (GameObject go, bool doFocus, bool allowYOffsetFromGround=false)
 Follow a game object More...
 
void StopFollow ()
 Stop follow/focus/moveto animations
 

Public Attributes

bool defaultMode
 
InputMapFingerDrag rightClickDrag = InputMapFingerDrag.Translate
 
InputMapFingerDrag middleClickDrag = InputMapFingerDrag.Translate
 
InputMapFingerDrag oneFingerDrag = InputMapFingerDrag.RotateAround
 
InputMapFingerDrag twoFingerDrag = InputMapFingerDrag.Translate
 
InputMapFingerPinch twoFingerPinch = InputMapFingerPinch.ZoomAndRotate
 
InputMapScrollWheel scrollWheel = InputMapScrollWheel.ZoomUnderMouse
 
float groundHeight = 0f
 
Springs groundHeightAnim
 
bool allowPitchRotation = true
 
float PitchSensitivity = 0.25f
 
bool PitchClamp = true
 
Vector2 PitchMinMax = new Vector2(5.0f, 90.0f)
 
bool allowYawRotation = true
 
float YawSensitivity = 0.25f
 
bool YawClamp
 
Vector2 YawMinMax = new Vector2(5.0f, 90.0f)
 
float maxTranslationSpeed = 3f
 
float focusRadiusMultiplier = 1f
 
Springs followMove
 
FloatSpring followMoveDistanceOrSize
 
Vector3Spring followMoveOffset
 
QuaternionSpring followMoveRotation
 
float followRadiusMultiplier = 1f
 
float followLerp = .1f
 
bool enableTranslationInertia
 
Move positionInertiaMove
 
Acceleration positionAcceleration
 
float positionInertiaForce = 1f
 
bool enableRotationInertia
 
Move rotationInertiaMove
 
Acceleration rotationAcceleration
 
float rotationInertiaForce = 1f
 

Protected Member Functions

virtual void OnDestroy ()
 Destroys the component
 
virtual void Start ()
 Starts the camera script
 
virtual void Init ()
 Init some camera parameters More...
 
virtual void CreateConverter ()
 Create the depth converter between fingers on screen and the 3D World By default we use the scene y plan, to convert our finger's position More...
 
virtual void LateUpdate ()
 Some elements require a first Update call, so we need to know if it has been done
 
virtual void ApplyToCamera ()
 In case the camera is standalone (no CameraModeSwitcher) then this is apply the position and rotation to the camera More...
 
bool IsInputMatching (InputMapScrollWheel action)
 Converts user inputs to actions More...
 
bool IsInputMatching (InputMapFingerPinch action)
 Converts user inputs to actions More...
 
bool IsInputMatching (InputMapFingerDrag action)
 Converts user inputs to actions More...
 
bool IsUsingCameraEdgeBoundaries ()
 Is the camera using camera edge boundaries instead of center mode More...
 
Vector3 ClampCameraCorners (Vector3 finalPosition, out bool clampApplied, bool bottomEdges=true, bool topEdges=true)
 Method used to clamp the camera inside the boundaries collider More...
 
virtual Vector3 ClampInCameraBoundaries (Vector3 targetPosition)
 Clamp any given point inside the boundaries collider on XZ plan. Y will be unchanged More...
 
virtual void OnBeforeSwitchPerspective (bool orthoMode)
 Called just before the perspective switch happens More...
 
virtual void OnAfterSwitchPerspective (bool orthoMode)
 Called just after the perspective switch happened More...
 
void OnRequestButtonAction (CameraEvents.Action action, bool active)
 Catch event actions and interpret them More...
 
virtual Vector3 CalculateOffset (Vector3 pos, Quaternion rot)
 Calculate the offset position on the ground, given the camera's position and rotation More...
 
virtual Vector3 CalculateOffset (Vector3 pos, Quaternion rot, float distance, float groundHeight)
 Calculate the offset position on the ground, given the camera's position, rotation, distance from ground and ground height More...
 
virtual Vector3 CalculatePosition (Vector3 center, Quaternion rot, float distance)
 Calculates the camera transform's position giving the offset, rotation and distance More...
 
float CalculateDistance (Vector3 pos, Quaternion rot)
 Calculates the camera's distance from the ground, giving his transform position and rotation More...
 
float CalculateClampedDistance (Vector3 camPos, Vector3 worldPoint, Vector2 minMaxDistance, float multiplier=1)
 Calculates a clamped distance after a zoom More...
 
float CalculateClampedDistance (Vector3 camPos, Vector3 worldPoint, float minMaxDistance, float multiplier=1)
 Calculates a clamped distance after a zoom More...
 
float CalculateClampedDistance (float distance, Vector2 minMaxDistance)
 Calculates a clamped distance More...
 
float CalculateClampedDistance (float distance, float minMaxDistance)
 Calculates a clamped distance after a zoom More...
 
virtual Quaternion GetInitialRotation ()
 Gives the initial rotation of the camera to be able to reset it later More...
 
virtual Vector2 GetInitialRotationVec ()
 Gives the initial rotation as pitch/yaw vector of the camera to be able to reset it later More...
 
float GetRotationSensitivity ()
 Calculate the sensivity of the rotation from user's input More...
 
virtual void ClampRotation ()
 Clamp the rotation if needed
 
float ModularClamp (float val, float min, float max, float rangemin=-180f, float rangemax=180f)
 Useful to clamp a rotation between two angles More...
 
float NormalizeAngle (float a)
 Normalize an angle between -180 and 180 More...
 
virtual Quaternion GetRotationFromPitchYaw ()
 Converts pitch/yaw rotations to a quaternion More...
 
virtual Quaternion GetRotationFromPitchYaw (float pitch, float yaw)
 Converts pitch/yaw rotations to a quaternion More...
 
virtual Quaternion GetRotationFromPitchYaw (Vector2 pitchYawVec)
 Converts pitch/yaw rotations to a quaternion More...
 
virtual Vector2 GetRotationToPitchYaw ()
 Converts the quaternion rotation to pitch/yaw values More...
 
virtual Vector2 GetRotationToPitchYaw (Quaternion rot)
 Converts the quaternion rotation to pitch/yaw values More...
 
virtual Vector3 GetRotateAroundVector ()
 indicates the vector for AngleAxis, to rotate around More...
 
virtual void FocusCamera (Vector3 targetPosition, bool changeDistance, float targetDistanceOrSize, bool changeRotation, Quaternion targetRotation, bool allowYOffsetFromGround=false, bool instant=false)
 Setup the camera move animation More...
 
virtual void CalculateInertia ()
 Calculate the inertia of the camera base on previous frames
 
virtual void ApplyInertia ()
 Apply the inertia animation
 
void DebugInputs ()
 Debug feature if DEBUG_TCP compilation variable is added
 
void Log (string msg)
 

Protected Attributes

bool standalone
 
ScreenDepth HeightScreenDepth
 
Camera cam
 
CameraBoundaries camBounds
 
Vector3 initOffset
 
Quaternion initRotation
 
Vector3 finalOffset
 
Vector3 finalPosition
 
Quaternion finalRotation
 
float finalDistance
 
bool disableMoves
 
float currentPitch
 
float currentYaw
 
float deltaYaw
 
float deltaPitch
 
Quaternion twistRot
 
Vector3 worldPointCameraCenter
 
Vector3 worldPointFingersCenter
 
Vector3 worldPointFingersDelta
 
Vector2 initialRotation = new Vector2(35, 0)
 
GameObject focusTargetGo
 
Vector3 focusTargetPosition
 
float focusTargetDistanceOrSize
 
Quaternion focusTargetRotation
 
bool enableFocusing
 
bool enableRotationChange
 
bool enableFollowGameObject
 
bool isFocusingOrFollowing
 
bool allowYOffsetFromGround
 
bool prevFrameInterction
 
float lastPrint
 

Properties

Quaternion FinalRotation [get]
 The final quaternion rotation of the camera transform
 
Vector3 FinalPosition [get]
 The final position of the camera transform
 
Vector3 FinalOffset [get, set]
 The final offset of the camera's center point on ground This is not the camera position. The center of the camera is projected on the ground, and this is it's position.
 
float FinalDistance [get]
 This is the final distance between the camera's center point on the ground, and the camera transform's position
 
bool DisableMoves [get, set]
 This blocks the user input moves, in order to move/animate the camera by script
 
Vector2 PitchAndYaw [get]
 This returns the current Pitch and Yaw rotations of the camera
 

Member Function Documentation

◆ ApplyToCamera()

virtual void Exoa.Cameras.CameraBase.ApplyToCamera ( )
inlineprotectedvirtual

In case the camera is standalone (no CameraModeSwitcher) then this is apply the position and rotation to the camera

Reimplemented in Exoa.Cameras.CameraOrthoBase.

◆ CalculateClampedDistance() [1/4]

float Exoa.Cameras.CameraBase.CalculateClampedDistance ( float  distance,
float  minMaxDistance 
)
inlineprotected

Calculates a clamped distance after a zoom

Parameters
distance
minMaxDistance
Returns

◆ CalculateClampedDistance() [2/4]

float Exoa.Cameras.CameraBase.CalculateClampedDistance ( float  distance,
Vector2  minMaxDistance 
)
inlineprotected

Calculates a clamped distance

Parameters
distance
minMaxDistance
Returns

◆ CalculateClampedDistance() [3/4]

float Exoa.Cameras.CameraBase.CalculateClampedDistance ( Vector3  camPos,
Vector3  worldPoint,
float  minMaxDistance,
float  multiplier = 1 
)
inlineprotected

Calculates a clamped distance after a zoom

Parameters
camPos
worldPoint
minMaxDistance
multiplier
Returns

◆ CalculateClampedDistance() [4/4]

float Exoa.Cameras.CameraBase.CalculateClampedDistance ( Vector3  camPos,
Vector3  worldPoint,
Vector2  minMaxDistance,
float  multiplier = 1 
)
inlineprotected

Calculates a clamped distance after a zoom

Parameters
camPos
worldPoint
minMaxDistance
multiplier
Returns

◆ CalculateDistance()

float Exoa.Cameras.CameraBase.CalculateDistance ( Vector3  pos,
Quaternion  rot 
)
inlineprotected

Calculates the camera's distance from the ground, giving his transform position and rotation

Parameters
pos
rot
Returns

◆ CalculateOffset() [1/2]

virtual Vector3 Exoa.Cameras.CameraBase.CalculateOffset ( Vector3  pos,
Quaternion  rot 
)
inlineprotectedvirtual

Calculate the offset position on the ground, given the camera's position and rotation

Parameters
pos
rot
Returns

Reimplemented in Exoa.Cameras.CameraSideScrollOrtho.

◆ CalculateOffset() [2/2]

virtual Vector3 Exoa.Cameras.CameraBase.CalculateOffset ( Vector3  pos,
Quaternion  rot,
float  distance,
float  groundHeight 
)
inlineprotectedvirtual

Calculate the offset position on the ground, given the camera's position, rotation, distance from ground and ground height

Parameters
pos
rot
distance
groundHeight
Returns

Reimplemented in Exoa.Cameras.CameraSideScrollOrtho.

◆ CalculatePosition()

virtual Vector3 Exoa.Cameras.CameraBase.CalculatePosition ( Vector3  center,
Quaternion  rot,
float  distance 
)
inlineprotectedvirtual

Calculates the camera transform's position giving the offset, rotation and distance

Parameters
center
rot
distance
Returns

Reimplemented in Exoa.Cameras.CameraSideScrollOrtho.

◆ ClampCameraCorners()

Vector3 Exoa.Cameras.CameraBase.ClampCameraCorners ( Vector3  finalPosition,
out bool  clampApplied,
bool  bottomEdges = true,
bool  topEdges = true 
)
inlineprotected

Method used to clamp the camera inside the boundaries collider

Parameters
finalPosition
clampApplied
bottomEdges
topEdges
Returns

◆ ClampInCameraBoundaries()

virtual Vector3 Exoa.Cameras.CameraBase.ClampInCameraBoundaries ( Vector3  targetPosition)
inlineprotectedvirtual

Clamp any given point inside the boundaries collider on XZ plan. Y will be unchanged

Parameters
targetPosition
Returns

Reimplemented in Exoa.Cameras.CameraSideScrollOrtho.

◆ CreateConverter()

virtual void Exoa.Cameras.CameraBase.CreateConverter ( )
inlineprotectedvirtual

Create the depth converter between fingers on screen and the 3D World By default we use the scene y plan, to convert our finger's position

Reimplemented in Exoa.Cameras.CameraFree, and Exoa.Cameras.CameraSideScrollOrtho.

◆ FocusCamera() [1/7]

virtual void Exoa.Cameras.CameraBase.FocusCamera ( Vector3  targetPosition,
bool  changeDistance,
float  targetDistanceOrSize,
bool  changeRotation,
Quaternion  targetRotation,
bool  allowYOffsetFromGround = false,
bool  instant = false 
)
inlineprotectedvirtual

Setup the camera move animation

Parameters
targetPosition
changeDistance
targetDistanceOrSize
changeRotation
targetRotation
allowYOffsetFromGround
instant

Reimplemented in Exoa.Cameras.CameraOrthoBase, and Exoa.Cameras.CameraPerspBase.

◆ FocusCamera() [2/7]

void Exoa.Cameras.CameraBase.FocusCamera ( Vector3  targetPosition,
bool  instant = false 
)
inline

Alias of MoveCameraTo

Parameters
targetPosition
instant

◆ FocusCamera() [3/7]

void Exoa.Cameras.CameraBase.FocusCamera ( Vector3  targetPosition,
float  targetDistanceOrSize,
bool  instant = false 
)
inline

Alias of MoveCameraTo

Parameters
targetPosition
targetDistanceOrSize
instant

◆ FocusCamera() [4/7]

void Exoa.Cameras.CameraBase.FocusCamera ( Vector3  targetPosition,
float  targetDistanceOrSize,
Quaternion  targetRotation,
bool  instant = false 
)
inline

Alias of MoveCameraTo

Parameters
targetPosition
targetDistanceOrSize
targetRotation
instant

◆ FocusCamera() [5/7]

void Exoa.Cameras.CameraBase.FocusCamera ( Vector3  targetPosition,
float  targetDistanceOrSize,
Vector2  targetRotation,
bool  instant = false 
)
inline

Alias of MoveCameraTo

Parameters
targetPosition
targetDistanceOrSize
targetRotation
instant

◆ FocusCamera() [6/7]

void Exoa.Cameras.CameraBase.FocusCamera ( Vector3  targetPosition,
Quaternion  targetRotation,
bool  instant = false 
)
inline

Alias of MoveCameraTo

Parameters
targetPosition
targetRotation
instant

◆ FocusCamera() [7/7]

void Exoa.Cameras.CameraBase.FocusCamera ( Vector3  targetPosition,
Vector2  targetRotation,
bool  instant = false 
)
inline

Alias of MoveCameraTo

Parameters
targetPosition
targetRotation
instant

◆ FocusCameraOnGameObject()

virtual void Exoa.Cameras.CameraBase.FocusCameraOnGameObject ( GameObject  go,
bool  allowYOffsetFromGround = false 
)
inlinevirtual

Focus the camera on a GameObject (distance animation)

Parameters
goThe gameObject to get closer to
allowYOffsetFromGroundAllow offseting the camera from the ground to match the object's pivot y position and height

Reimplemented in Exoa.Cameras.CameraOrthoBase, and Exoa.Cameras.CameraPerspBase.

◆ FollowGameObject()

virtual void Exoa.Cameras.CameraBase.FollowGameObject ( GameObject  go,
bool  doFocus,
bool  allowYOffsetFromGround = false 
)
inlinevirtual

Follow a game object

Parameters
goThe game object to follow
doFocusAlso focus on it (distance animation)
allowYOffsetFromGroundAllow offseting the camera from the ground to match the object's pivot y position and height

Reimplemented in Exoa.Cameras.CameraOrthoBase, and Exoa.Cameras.CameraPerspBase.

◆ GetInitialRotation()

virtual Quaternion Exoa.Cameras.CameraBase.GetInitialRotation ( )
inlineprotectedvirtual

Gives the initial rotation of the camera to be able to reset it later

Returns

Reimplemented in Exoa.Cameras.CameraIsometricOrtho, Exoa.Cameras.CameraPerspective, Exoa.Cameras.CameraSideScrollOrtho, and Exoa.Cameras.CameraTopDownOrtho.

◆ GetInitialRotationVec()

virtual Vector2 Exoa.Cameras.CameraBase.GetInitialRotationVec ( )
inlineprotectedvirtual

Gives the initial rotation as pitch/yaw vector of the camera to be able to reset it later

Returns

◆ GetMatrix()

virtual Matrix4x4 Exoa.Cameras.CameraBase.GetMatrix ( )
inlinevirtual

Return the matrix of the camera transform, in order to blend it when switching modes

Returns

Reimplemented in Exoa.Cameras.CameraOrthoBase, and Exoa.Cameras.CameraPerspBase.

◆ GetRotateAroundVector()

virtual Vector3 Exoa.Cameras.CameraBase.GetRotateAroundVector ( )
inlineprotectedvirtual

indicates the vector for AngleAxis, to rotate around

Returns

Reimplemented in Exoa.Cameras.CameraSideScrollOrtho.

◆ GetRotationFromPitchYaw() [1/3]

virtual Quaternion Exoa.Cameras.CameraBase.GetRotationFromPitchYaw ( )
inlineprotectedvirtual

Converts pitch/yaw rotations to a quaternion

Returns

Reimplemented in Exoa.Cameras.CameraSideScrollOrtho.

◆ GetRotationFromPitchYaw() [2/3]

virtual Quaternion Exoa.Cameras.CameraBase.GetRotationFromPitchYaw ( float  pitch,
float  yaw 
)
inlineprotectedvirtual

Converts pitch/yaw rotations to a quaternion

Parameters
pitch
yaw
Returns

Reimplemented in Exoa.Cameras.CameraSideScrollOrtho.

◆ GetRotationFromPitchYaw() [3/3]

virtual Quaternion Exoa.Cameras.CameraBase.GetRotationFromPitchYaw ( Vector2  pitchYawVec)
inlineprotectedvirtual

Converts pitch/yaw rotations to a quaternion

Parameters
pitchYawVec
Returns

Reimplemented in Exoa.Cameras.CameraSideScrollOrtho.

◆ GetRotationSensitivity()

float Exoa.Cameras.CameraBase.GetRotationSensitivity ( )
inlineprotected

Calculate the sensivity of the rotation from user's input

Returns

◆ GetRotationToPitchYaw() [1/2]

virtual Vector2 Exoa.Cameras.CameraBase.GetRotationToPitchYaw ( )
inlineprotectedvirtual

Converts the quaternion rotation to pitch/yaw values

Returns

Reimplemented in Exoa.Cameras.CameraSideScrollOrtho.

◆ GetRotationToPitchYaw() [2/2]

virtual Vector2 Exoa.Cameras.CameraBase.GetRotationToPitchYaw ( Quaternion  rot)
inlineprotectedvirtual

Converts the quaternion rotation to pitch/yaw values

Parameters
rot
Returns

Reimplemented in Exoa.Cameras.CameraSideScrollOrtho.

◆ Init()

virtual void Exoa.Cameras.CameraBase.Init ( )
inlineprotectedvirtual

◆ IsInputMatching() [1/3]

bool Exoa.Cameras.CameraBase.IsInputMatching ( InputMapFingerDrag  action)
inlineprotected

Converts user inputs to actions

Parameters
action
Returns

◆ IsInputMatching() [2/3]

bool Exoa.Cameras.CameraBase.IsInputMatching ( InputMapFingerPinch  action)
inlineprotected

Converts user inputs to actions

Parameters
action
Returns

◆ IsInputMatching() [3/3]

bool Exoa.Cameras.CameraBase.IsInputMatching ( InputMapScrollWheel  action)
inlineprotected

Converts user inputs to actions

Parameters
action
Returns

◆ IsUsingCameraEdgeBoundaries()

bool Exoa.Cameras.CameraBase.IsUsingCameraEdgeBoundaries ( )
inlineprotected

Is the camera using camera edge boundaries instead of center mode

Returns

◆ ModularClamp()

float Exoa.Cameras.CameraBase.ModularClamp ( float  val,
float  min,
float  max,
float  rangemin = -180f,
float  rangemax = 180f 
)
inlineprotected

Useful to clamp a rotation between two angles

Parameters
val
min
max
rangemin
rangemax
Returns

◆ MoveCameraTo() [1/6]

void Exoa.Cameras.CameraBase.MoveCameraTo ( Vector3  targetPosition)
inline

Moves the Camera offset position on ground, animated

Parameters
targetPosition

◆ MoveCameraTo() [2/6]

void Exoa.Cameras.CameraBase.MoveCameraTo ( Vector3  targetPosition,
float  targetDistanceOrSize 
)
inline

Moves the Camera offset position on ground, distance from it, animated

Parameters
targetPosition
targetDistanceOrSize

◆ MoveCameraTo() [3/6]

void Exoa.Cameras.CameraBase.MoveCameraTo ( Vector3  targetPosition,
float  targetDistanceOrSize,
Quaternion  targetRotation 
)
inline

Moves the Camera offset position on ground, distance from it and rotation, animated

Parameters
targetPosition
targetDistanceOrSize
targetRotation

◆ MoveCameraTo() [4/6]

void Exoa.Cameras.CameraBase.MoveCameraTo ( Vector3  targetPosition,
float  targetDistanceOrSize,
Vector2  targetRotation 
)
inline

Moves the Camera offset position on ground, distance from it and rotation, animated

Parameters
targetPosition
targetDistanceOrSize
targetRotation

◆ MoveCameraTo() [5/6]

void Exoa.Cameras.CameraBase.MoveCameraTo ( Vector3  targetPosition,
Quaternion  targetRotation 
)
inline

Moves the Camera offset position on ground, and rotation, animated

Parameters
targetPosition
targetRotation

◆ MoveCameraTo() [6/6]

void Exoa.Cameras.CameraBase.MoveCameraTo ( Vector3  targetPosition,
Vector2  targetRotation 
)
inline

Moves the Camera offset position on ground, and rotation, animated

Parameters
targetPosition
targetRotation

◆ MoveCameraToInstant() [1/6]

void Exoa.Cameras.CameraBase.MoveCameraToInstant ( Vector3  targetPosition)
inline

Moves the Camera offset position on ground to a new position, in 1 frame

Parameters
targetPosition

◆ MoveCameraToInstant() [2/6]

void Exoa.Cameras.CameraBase.MoveCameraToInstant ( Vector3  targetPosition,
float  targetDistanceOrSize 
)
inline

Moves the Camera offset position on ground and distance from it, in 1 frame

Parameters
targetPosition
targetDistanceOrSize

◆ MoveCameraToInstant() [3/6]

void Exoa.Cameras.CameraBase.MoveCameraToInstant ( Vector3  targetPosition,
float  targetDistanceOrSize,
Quaternion  targetRotation 
)
inline

Moves the Camera offset position on ground, distance from it and rotation, in 1 frame

Parameters
targetPosition
targetDistanceOrSize
targetRotation

◆ MoveCameraToInstant() [4/6]

void Exoa.Cameras.CameraBase.MoveCameraToInstant ( Vector3  targetPosition,
float  targetDistanceOrSize,
Vector2  targetRotation 
)
inline

Moves the Camera offset position on ground, distance from it and rotation, in 1 frame

Parameters
targetPosition
targetDistanceOrSize
targetRotation

◆ MoveCameraToInstant() [5/6]

void Exoa.Cameras.CameraBase.MoveCameraToInstant ( Vector3  targetPosition,
Quaternion  targetRotation 
)
inline

Moves the Camera offset position on ground and rotation, in 1 frame

Parameters
targetPosition
targetRotation

◆ MoveCameraToInstant() [6/6]

void Exoa.Cameras.CameraBase.MoveCameraToInstant ( Vector3  targetPosition,
Vector2  targetRotation 
)
inline

Moves the Camera offset position on ground and rotation, in 1 frame

Parameters
targetPosition
targetRotation

◆ NormalizeAngle()

float Exoa.Cameras.CameraBase.NormalizeAngle ( float  a)
inlineprotected

Normalize an angle between -180 and 180

Parameters
a
Returns

◆ OnAfterSwitchPerspective()

virtual void Exoa.Cameras.CameraBase.OnAfterSwitchPerspective ( bool  orthoMode)
inlineprotectedvirtual

Called just after the perspective switch happened

Parameters
orthoMode

◆ OnBeforeSwitchPerspective()

virtual void Exoa.Cameras.CameraBase.OnBeforeSwitchPerspective ( bool  orthoMode)
inlineprotectedvirtual

Called just before the perspective switch happens

Parameters
orthoMode

Reimplemented in Exoa.Cameras.CameraIsometricOrtho, and Exoa.Cameras.CameraPerspective.

◆ OnRequestButtonAction()

void Exoa.Cameras.CameraBase.OnRequestButtonAction ( CameraEvents.Action  action,
bool  active 
)
inlineprotected

Catch event actions and interpret them

Parameters
action
active

◆ ResetCamera()

virtual void Exoa.Cameras.CameraBase.ResetCamera ( )
inlinevirtual

◆ RotateFromVector()

void Exoa.Cameras.CameraBase.RotateFromVector ( Vector2  delta)
inline

Rotate the camera manually

Parameters
deltathe increment values (pitch, yaw)

◆ SetGroundHeight()

void Exoa.Cameras.CameraBase.SetGroundHeight ( float  y)
inline

This let you change the ground height at any moment in order to change at which y position the fingers will be intercepted

Parameters
y

◆ SetGroundHeightAnimated()

void Exoa.Cameras.CameraBase.SetGroundHeightAnimated ( float  newHeight,
bool  animate,
float  duration 
)
inline

This let you change the ground height at any moment in order to change at which y position the fingers will be intercepted. This version lets you animate it

Parameters
newHeight
animate
duration

◆ SetResetValues()

virtual void Exoa.Cameras.CameraBase.SetResetValues ( Vector3  offset,
Quaternion  rotation,
float  distanceOrSize 
)
inlinevirtual

The documentation for this class was generated from the following file:
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