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Sinespace Client 2026.2.1037
Client-side scripting for Sinespace
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Public Member Functions | |
| override void | Initialise (SScript runtime, object wrapper) |
| void | LockCamera (SGameObject owner) |
| Takes control of the Camera as long as 'owner' exists in the scene, or until ReleaseCamera() has been called. | |
| void | ReleaseCamera () |
| Relinquishes control of the Camera back to Space. | |
| void | SetCameraPositionOrientation (SVector position, SQuaternion orientation) |
| Forces the camera to be at position facing orientation for the frame. Needs to be called every frame. | |
| SRay | ScreenCoordinatesToRay (SVector screenCoordinates) |
| Returns a ray going from camera through a screen point. | |
| SVector | ScreenCoordinatesToWorld (SVector screenCoordinates) |
| Transforms a point from screen space into world space. | |
| SVector | WorldCoordinatesToScreen (SVector coordinates) |
| Transforms position from world space into screen space. | |
| void | ShakeCamera (float magnitude, float time) |
| void | ShakeCamera (float amplitude, float frequency, float time) |
Public Member Functions inherited from ScriptClass | |
| void | ReportError (string error, bool fatal, UnityEngine.Object target=null) |
| void | Initialise (SScript runtime, object wrapper) |
Properties | |
| bool | IsLocked [get] |
| Returns true if the Camera is locked. | |
| SGameObject | MainCamera [get] |
| Note, this property is generally read-only. It's position is driven by internal code. Will return null if main camera is not yet initialized. | |
| SGameObject | ActiveVirtualCamera [get] |
| Get the currently active Cinemachine Virtual Camera game object. | |
Properties inherited from ScriptClass | |
| virtual bool | Alive [get] |
| DynValue | CachedData [get, set] |
Additional Inherited Members | |
Protected Member Functions inherited from ScriptClass | |
| void | Initialise (SScript runtime) |
| override void SineSpace.Scripting.Scene.SCameraManager.Initialise | ( | SScript | runtime, |
| object | wrapper ) |
| void SineSpace.Scripting.Scene.SCameraManager.LockCamera | ( | SGameObject | owner | ) |
Takes control of the Camera as long as 'owner' exists in the scene, or until ReleaseCamera() has been called.
| void SineSpace.Scripting.Scene.SCameraManager.ReleaseCamera | ( | ) |
Relinquishes control of the Camera back to Space.
Returns a ray going from camera through a screen point.
| screenCoordinates | Screen Corrdinates(Use screen size percent range(0,1)) |
| SVector SineSpace.Scripting.Scene.SCameraManager.ScreenCoordinatesToWorld | ( | SVector | screenCoordinates | ) |
Transforms a point from screen space into world space.
| screenCoordinates | Screen Corrdinates(Use screen size percent range(0,1) |
–Vector3 the worldspace point created by converting the screen space point at the provided distance z from the camera plane.
| void SineSpace.Scripting.Scene.SCameraManager.SetCameraPositionOrientation | ( | SVector | position, |
| SQuaternion | orientation ) |
Forces the camera to be at position facing orientation for the frame. Needs to be called every frame.
| position | Camera Position |
| orientation | Camera Rotation |
| void SineSpace.Scripting.Scene.SCameraManager.ShakeCamera | ( | float | amplitude, |
| float | frequency, | ||
| float | time ) |
| void SineSpace.Scripting.Scene.SCameraManager.ShakeCamera | ( | float | magnitude, |
| float | time ) |
Transforms position from world space into screen space.
| coordinates | World space position |
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get |
Get the currently active Cinemachine Virtual Camera game object.
< /example>
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get |
Returns true if the Camera is locked.
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get |
Note, this property is generally read-only. It's position is driven by internal code. Will return null if main camera is not yet initialized.