Endstar LUA API Documentation
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Camera Class Reference

Base type that provides camera functionality for Cutscenes. Follow target takes precedence over move to position. LookAt target takes precedence over pitch & yaw settings. More...

Public Member Functions

void EnterShot (Context context, bool global)
 Enter/transition to this camera shot.
 
void ExitShot (Context context, bool global)
 Exit this shot.
 
void EnterShotManaged (Context context, Context manager)
 Enter, transition, or add a player group camera shot depending on this managed shot's current state.
 
void ExitShotManaged (Context manager)
 Exit a managed cutscene.
 
void SetFollowTarget (Context context, Context followTarget)
 Set the target that this camera should follow.
 
void SetFollowOffset (Context context, UnityEngine.Vector3 offset)
 Set where the camera will be positioned relative to the follow target (if one exists)
 
void SetLookAtTarget (Context context, Context lookAtTarget)
 Set the target that this camera should look at.
 
void SetLookOffset (Context context, UnityEngine.Vector3 offset)
 Sets where the camera will center its shot relative to the Follow/LookAt target.
 
void SetCameraPitch (Context context, float value)
 Set the X rotation of the camera.
 
void SetCameraYaw (Context context, float value)
 Set the Y rotation of the camera.
 
void SetFieldOfView (Context context, float value)
 Set the field of view of the camera.
 
void SetFollowDampening (Context context, float value)
 Sets the camera following dampening. (Follow cameras only)
 
void SetLookDampening (Context context, float value)
 Sets the camera aim dampening. (Follow and Look At cameras only)
 
void SetDuration (Context context, float value)
 Sets the duration of this camera shot. (0 = infinite)
 
void SetDuration (Context context, float primaryDurationValue, float secondaryDurationValue)
 Sets the durations of this camera shot. Some camera shots use two duration values. (ex: MoveTo Camera: Move Duration = primary, Hold Shot Duration = secondary)
 
void SetMoveToPosition (Context context, Vector3 moveToPosition)
 Sets the position that the camera will move to during this shot.
 
void SetMoveToRotation (Context context, float pitch, float yaw)
 Sets the rotation that the camera will move to during this shot.
 
void SetTransitionIn (Context context, int transitionType, float transitionDuration)
 Camera transition settings when changing to this camera.
 
void SetTransitionOut (Context context, int transitionType, float transitionDuration)
 Camera transition settings when exiting cutscene from this camera.
 

Detailed Description

Base type that provides camera functionality for Cutscenes. Follow target takes precedence over move to position. LookAt target takes precedence over pitch & yaw settings.

Member Function Documentation

◆ EnterShot()

void EnterShot ( Context context,
bool global )

Enter/transition to this camera shot.

Parameters
contextThe source context of this change (usually the player that will enter this camera shot).
globalIs this a global camera shot? (Private if not)

◆ EnterShotManaged()

void EnterShotManaged ( Context context,
Context manager )

Enter, transition, or add a player group camera shot depending on this managed shot's current state.

Parameters
contextThe source context of this change (usually the player that will exit this camera shot).
managerThe prop that is managing the group camera state

◆ ExitShot()

void ExitShot ( Context context,
bool global )

Exit this shot.

Parameters
contextThe source context of this change (usually the player that will exit this camera shot).
globalIs this a global camera shot? (Private if not)

◆ ExitShotManaged()

void ExitShotManaged ( Context manager)

Exit a managed cutscene.

Parameters
managerThe prop that is managing the group camera state

◆ SetCameraPitch()

void SetCameraPitch ( Context context,
float value )

Set the X rotation of the camera.

Parameters
contextThe context triggering this change
valueZ Rotation

◆ SetCameraYaw()

void SetCameraYaw ( Context context,
float value )

Set the Y rotation of the camera.

Parameters
contextThe context triggering this change
valueY Rotation

◆ SetDuration() [1/2]

void SetDuration ( Context context,
float primaryDurationValue,
float secondaryDurationValue )

Sets the durations of this camera shot. Some camera shots use two duration values. (ex: MoveTo Camera: Move Duration = primary, Hold Shot Duration = secondary)

Parameters
contextThe context triggering this change
primaryDurationValuePrimary duration value
secondaryDurationValueSecondary duration value

◆ SetDuration() [2/2]

void SetDuration ( Context context,
float value )

Sets the duration of this camera shot. (0 = infinite)

Parameters
contextThe context triggering this change
valueDuration

◆ SetFieldOfView()

void SetFieldOfView ( Context context,
float value )

Set the field of view of the camera.

Parameters
contextThe context triggering this change
valueField of view

◆ SetFollowDampening()

void SetFollowDampening ( Context context,
float value )

Sets the camera following dampening. (Follow cameras only)

Parameters
contextThe context triggering this change
valueDampening value 0-20

◆ SetFollowOffset()

void SetFollowOffset ( Context context,
UnityEngine.Vector3 offset )

Set where the camera will be positioned relative to the follow target (if one exists)

Parameters
contextThe context triggering this change
offsetRelative position

◆ SetFollowTarget()

void SetFollowTarget ( Context context,
Context followTarget )

Set the target that this camera should follow.

Parameters
contextThe context triggering this change
followTargetThe context to follow

◆ SetLookAtTarget()

void SetLookAtTarget ( Context context,
Context lookAtTarget )

Set the target that this camera should look at.

Parameters
contextThe context triggering this change
lookAtTargetThe context to look at

◆ SetLookDampening()

void SetLookDampening ( Context context,
float value )

Sets the camera aim dampening. (Follow and Look At cameras only)

Parameters
contextThe context triggering this change
valueDampening value 0-20

◆ SetLookOffset()

void SetLookOffset ( Context context,
UnityEngine.Vector3 offset )

Sets where the camera will center its shot relative to the Follow/LookAt target.

Parameters
contextThe context triggering this change
offsetRelative position

◆ SetMoveToPosition()

void SetMoveToPosition ( Context context,
Vector3 moveToPosition )

Sets the position that the camera will move to during this shot.

Parameters
contextThe context triggering this change
moveToPositionWorld space position

◆ SetMoveToRotation()

void SetMoveToRotation ( Context context,
float pitch,
float yaw )

Sets the rotation that the camera will move to during this shot.

Parameters
contextThe context triggering this change
pitchPitch
yawLocal yaw

◆ SetTransitionIn()

void SetTransitionIn ( Context context,
int transitionType,
float transitionDuration )

Camera transition settings when changing to this camera.

Parameters
contextThe context triggering this change
transitionTypeThe type of transition as CameraTransition
transitionDurationDuration

◆ SetTransitionOut()

void SetTransitionOut ( Context context,
int transitionType,
float transitionDuration )

Camera transition settings when exiting cutscene from this camera.

Parameters
contextThe context triggering this change
transitionTypeThe type of transition as CameraTransition
transitionDurationDuration