38 lines
1.8 KiB
C#
38 lines
1.8 KiB
C#
using UnityEngine;
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using System;
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namespace Unity.Cinemachine
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{
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/// <summary>
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/// This structure holds settings for procedural lookahead.
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/// </summary>
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[Serializable]
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public struct LookaheadSettings
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{
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/// <summary>Enable or disable procedural lookahead</summary>
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public bool Enabled;
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/// <summary>Predict the position this many seconds into the future.
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/// Note that this setting is sensitive to noisy animation, and can amplify the noise,
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/// resulting in undesirable jitter.
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/// If the camera jitters unacceptably when the target is in motion, turn down this setting,
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/// or increase the Smoothing setting, or animate the target more smoothly.</summary>
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[Tooltip("Predict the position this many seconds into the future. "
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+ "Note that this setting is sensitive to noisy animation, and can amplify the noise, resulting "
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+ "in undesirable jitter. If the camera jitters unacceptably when the target is in motion, "
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+ "turn down this setting, or animate the target more smoothly.")]
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[Range(0f, 1f)]
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public float Time;
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/// <summary>Controls the smoothness of the lookahead algorithm. Larger values smooth out
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/// jittery predictions and also increase prediction lag</summary>
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[Tooltip("Controls the smoothness of the lookahead algorithm. Larger values smooth "
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+ "out jittery predictions and also increase prediction lag")]
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[Range(0, 30)]
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public float Smoothing;
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/// <summary>If checked, movement along the Y axis will be ignored for lookahead calculations</summary>
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[Tooltip("If checked, movement along the Y axis will be ignored for lookahead calculations")]
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public bool IgnoreY;
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}
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} |