A class that plays the camera created with the camera tool More...
Public Types | |
enum | InterpolateState { NONE , IN_PROGRESS , ABORTED } |
Public Member Functions | |
bool | isSkillCameraPlaying (bool strict) |
Whether the skill camera has advanced more than a certain amount of time More... | |
void | setCameraFromPathName (Catalog catalog, bool isBattle, Guid mapId, string name) |
Camera set by camera path and name More... | |
void | setCameraFromGuid (Catalog catalog, Guid guId) |
Camera set with guid More... | |
int | getKeyFrameCount () |
Get the number of keyframes of the current camera More... | |
void | setKeyFrame (int index) |
Playing current camera animation More... | |
void | playAnimation (float spd=1.0f) |
Playing current camera animation More... | |
void | stopAnimation () |
Stopping current camera animation More... | |
void | animationCameraMatrix (Catalog catalog, Common.Rom.Map map, SharpKmyMath.Vector3 heroPos, SharpKmyMath.Vector2 shake, float asp, float farclip, out SharpKmyMath.Matrix4 p, out SharpKmyMath.Matrix4 v, out SharpKmyMath.Vector3 _lookat, float playerAngY=0f, float ofsY=0f) |
Current camera animation processing and matrix generation More... | |
void | convQuaternionToRotation (Microsoft.Xna.Framework.Quaternion quat, out Microsoft.Xna.Framework.Vector3 rot) |
void | convQuaternionToRotation (Microsoft.Xna.Framework.Quaternion quat, out SharpKmyMath.Vector3 rot) |
void | setWaitFunc (Func< bool > func) |
Static Public Member Functions | |
static Vector3 | CalcLpfPosition (Vector3 oldPos, Vector3 newPos, Common.Rom.Camera.LpfTypes lpfType, float elapsedTime) |
Public Attributes | |
InterpolateState | m_is_intp = InterpolateState.NONE |
Vector3 | m_last_position = new Vector3() |
Vector3 | m_last_offset = new Vector3() |
Vector3 | m_last_light = new Vector3(1, 1, 0) |
Vector3 | m_last_dof = new Vector3() |
Common.Rom.Camera.TargetType | m_last_target = Common.Rom.Camera.TargetType.TARGET_PLAYER |
Guid | m_last_targetId = Guid.Empty |
Vector3 | m_last_targetPos = new Vector3() |
bool | useMapCameraRange = true |
Properties | |
Common.Rom.Camera | ntpCamera = null [get, set] |
bool | isPlayAnim = false [get, set] |
bool | isWaitCameraPlaying [get] |
float | playSpeed = 1.0f [get, set] |
float | playFrame = 0.0f [get, set] |
float | totalElapsed = 0.0f [get, set] |
Quaternion | camQuat = new Quaternion() [get] |
SharpKmyMath.Vector3 | m_intp_campos = new SharpKmyMath.Vector3() [get, set] |
SharpKmyMath.Vector3 | m_intp_target = new SharpKmyMath.Vector3() [get, set] |
Vector3 | m_intp_others = new Vector3() [get, set] |
SharpKmyMath.Vector3 | m_view_angle = new SharpKmyMath.Vector3() [get, set] |
float | m_fovy [get, set] |
float | m_nearClip [get, set] |
float | m_distance [get, set] |
A class that plays the camera created with the camera tool
void Yukar.Engine.CameraManager.animationCameraMatrix | ( | Catalog | catalog, |
Common.Rom.Map | map, | ||
SharpKmyMath.Vector3 | heroPos, | ||
SharpKmyMath.Vector2 | shake, | ||
float | asp, | ||
float | farclip, | ||
out SharpKmyMath.Matrix4 | p, | ||
out SharpKmyMath.Matrix4 | v, | ||
out SharpKmyMath.Vector3 | _lookat, | ||
float | playerAngY = 0f , |
||
float | ofsY = 0f |
||
) |
Current camera animation processing and matrix generation
catalog | |
map | |
heroPos | |
shake | |
asp | |
farclip | |
p | |
v | |
_lookat | |
playerAngY | |
ofsY |
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static |
void Yukar.Engine.CameraManager.convQuaternionToRotation | ( | Microsoft.Xna.Framework.Quaternion | quat, |
out Microsoft.Xna.Framework.Vector3 | rot | ||
) |
void Yukar.Engine.CameraManager.convQuaternionToRotation | ( | Microsoft.Xna.Framework.Quaternion | quat, |
out SharpKmyMath.Vector3 | rot | ||
) |
int Yukar.Engine.CameraManager.getKeyFrameCount | ( | ) |
Get the number of keyframes of the current camera
bool Yukar.Engine.CameraManager.isSkillCameraPlaying | ( | bool | strict | ) |
Whether the skill camera has advanced more than a certain amount of time
In strict mode, the skill camera won't return true unless it's playing Execute with false in the skill use flow as the camera may be overridden in the skill event
void Yukar.Engine.CameraManager.playAnimation | ( | float | spd = 1.0f | ) |
Playing current camera animation
spd |
void Yukar.Engine.CameraManager.setCameraFromGuid | ( | Catalog | catalog, |
Guid | guId | ||
) |
Camera set with guid
catalog | catalog |
guId | guId |
isIntp | Should the camera be interpolated from the previous state? |
intpTime | Interpolation time |
void Yukar.Engine.CameraManager.setCameraFromPathName | ( | Catalog | catalog, |
bool | isBattle, | ||
Guid | mapId, | ||
string | name | ||
) |
Camera set by camera path and name
catalog | catalog |
isBattle | Whether to search from battle camera |
mapId | ID of the map where the camera is stored |
name | camera name |
void Yukar.Engine.CameraManager.setKeyFrame | ( | int | index | ) |
Playing current camera animation
index |
void Yukar.Engine.CameraManager.setWaitFunc | ( | Func< bool > | func | ) |
void Yukar.Engine.CameraManager.stopAnimation | ( | ) |
Stopping current camera animation
InterpolateState Yukar.Engine.CameraManager.m_is_intp = InterpolateState.NONE |
Vector3 Yukar.Engine.CameraManager.m_last_dof = new Vector3() |
Vector3 Yukar.Engine.CameraManager.m_last_light = new Vector3(1, 1, 0) |
Vector3 Yukar.Engine.CameraManager.m_last_offset = new Vector3() |
Vector3 Yukar.Engine.CameraManager.m_last_position = new Vector3() |
Common.Rom.Camera.TargetType Yukar.Engine.CameraManager.m_last_target = Common.Rom.Camera.TargetType.TARGET_PLAYER |
Guid Yukar.Engine.CameraManager.m_last_targetId = Guid.Empty |
Vector3 Yukar.Engine.CameraManager.m_last_targetPos = new Vector3() |
bool Yukar.Engine.CameraManager.useMapCameraRange = true |
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