AxisState Structure

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
  NameDescription
Public methodAxisState
Constructor with specific values
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Methods
  NameDescription
Public methodSetThresholds
Sets the constraints by which this axis will operate on
Public methodUpdate
Updates the state of this axis based on the axis defined by AxisState.m_AxisName
Public methodValidate
Call from OnValidate: Make sure the fields are sensible
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Fields
  NameDescription
Public fieldm_AccelTime
The amount of time in seconds it takes to accelerate to MaxSpeed with the supplied Axis at its maximum value
Public fieldm_DecelTime
The amount of time in seconds it takes to decelerate the axis to zero if the supplied axis is in a neutral position
Public fieldm_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
Public fieldm_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
Public fieldm_InvertAxis
If checked, then the raw value of the input axis will be inverted before it is used.
Public fieldm_MaxSpeed
How fast the axis value can travel. Increasing this number makes the behaviour more responsive to joystick input
Public fieldValue
The current value of the axis
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See Also