Optional cameraThe underlying camera system for the game.
Private characterCurrent state of local character (relevant to the camera system).
Readonly firstFires whenever the user changes their first-person state.
Readonly lookFires whenever the user requests to look (or stop looking) backwards.
Returns the CameraMode of type T.
You likely want to pass the generic GetMode<FixedCameraMode>(), or whatever mode your game uses.
The CameraMode, if it exists. Otherwise, undefined.
If Field of View is managed, camera fov will be updated by tweens. You must control the FOV by calling SetFOV
It's useful to turn this off when you want to manage FOV entirely yourself.
true if FOV is being managed by the CharacterCamera system.
Private MakeFOVReflectObserves the current first-person state.
Observes whether or not the player wants to look backwards.
Changes the preferred perspective for the local character.
This will only work if using CharacterCameraMode.Fixed. You can set this with ()
Sets a new CharacterCameraMode. If the local character does not exist when
this function is called, the camera mode's target is set to a GameObject located
at Vector3.zero.
A CharacterCameraMode.
Sets and returns a new custom CameraMode.
The CameraMode that is being set.
The new CameraMode.
Private SetSet the current camera mode.
New mode.
This class is responsible for: