Cinemachine
AxisState Structure |
Axis state for defining to react to player input.
The settings here control the responsiveness of the axis to player input.
Namespace: Cinemachine
Assembly: Cinemachine (in Cinemachine.dll) Version: 2.0.0.0 (2.0.0.0)
Syntax
[SerializableAttribute] [DocumentationSortingAttribute(6.4f, DocumentationSortingAttributeLevel.UserRef)] public struct AxisState
JavaScript supports the use of structures, but not the declaration of new ones.
The AxisState type exposes the following members.
Constructors
Methods
Name | Description | |
---|---|---|
SetThresholds |
Sets the constraints by which this axis will operate on
| |
Update |
Updates the state of this axis based on the axis defined
by AxisState.m_AxisName
| |
Validate | Call from OnValidate: Make sure the fields are sensible |
Fields
Name | Description | |
---|---|---|
m_AccelTime | The amount of time in seconds it takes to accelerate to
MaxSpeed with the supplied Axis at its maximum value | |
m_DecelTime | The amount of time in seconds it takes to decelerate
the axis to zero if the supplied axis is in a neutral position | |
m_InputAxisName | The name of this axis as specified in Unity Input manager.
Setting to an empty string will disable the automatic updating of this axis | |
m_InputAxisValue | The value of the input axis. A value of 0 means no input
You can drive this directly from a
custom input system, or you can set the Axis Name and have the value
driven by the internal Input Manager | |
m_InvertAxis | If checked, then the raw value of the input axis will be inverted
before it is used. | |
m_MaxSpeed | How fast the axis value can travel. Increasing this number
makes the behaviour more responsive to joystick input | |
Value | The current value of the axis |
See Also