Class Camera
Class representing the camera of the local player
Assembly: SlipeClient.dll
Syntax
Constructors
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Camera()
Declaration
Properties
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Instance
Declaration
public static Camera Instance { get; }
Property Value
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Interior
Get and set the interior the camera is in
Declaration
public int Interior { get; set; }
Property Value
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NearClipDistance
This property sets the distance from the camera at which the world starts rendering.
Declaration
public float NearClipDistance { get; set; }
Property Value
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ShakeLevel
Get and set the shake level of the camera
Declaration
public byte ShakeLevel { get; set; }
Property Value
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Target
Get and set the target of the camera
Declaration
public PhysicalElement Target { get; set; }
Property Value
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ViewMode
Get and set the viewmode of the camera
Declaration
public CameraViewMode ViewMode { get; set; }
Property Value
Methods
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Fade(CameraFade)
Declaration
public bool Fade(CameraFade fade)
Parameters
Returns
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Fade(CameraFade, Color, Int32)
Fade the camera to a color in a specific time
Declaration
public bool Fade(CameraFade fade, Color color, int time = 1000)
Parameters
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GetCameraClip()
Get the clip settings of the camera
Declaration
public Tuple<bool, bool> GetCameraClip()
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GetCameraMatrix()
Retrieve the camera matrix as a matrix4x4 representation
Declaration
public Matrix4x4 GetCameraMatrix()
Returns
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GetFieldOfView(CameraMode)
Get the field of view of a specific mode of the camera
Declaration
public float GetFieldOfView(CameraMode mode)
Parameters
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GetFullCameraMatrix()
Retrieve the full camera matrix
Declaration
public Tuple<Vector3, Vector3, float, float> GetFullCameraMatrix()
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GetGoggleEffect()
Get the Goggleeffect of this camera
Declaration
public string GetGoggleEffect()
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GetScreenFromWorldPosition(Vector3, Single, Boolean)
This function gets the screen position of a point in the world.
Declaration
public Vector2 GetScreenFromWorldPosition(Vector3 position, float edgeTolerance = 0F, bool relative = true)
Parameters
Returns
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GetWorldFromScreenPosition(Vector2, Single)
This function allows you to retrieve the world position corresponding to a 2D position on the screen, at a certain depth.
Declaration
public Vector3 GetWorldFromScreenPosition(Vector2 position, float depth)
Parameters
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IsLineOfSightClear(Vector3, Vector3, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean, PhysicalElement)
This function checks if there are obstacles between two points of the game world, optionally ignoring certain kinds of elements. Use processLineOfSight if you want more information about what the ray hits.
Declaration
public bool IsLineOfSightClear(Vector3 start, Vector3 end, bool checkBuildings = true, bool checkVehicles = true, bool checkPeds = true, bool checkObjects = true, bool checkDummies = true, bool seeThroughStuff = false, bool ignoreSomeObjectsForCamera = false, PhysicalElement ignoredElement = null)
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SetCameraClip(Boolean, Boolean)
Set if this camera clips with objects and/or vehicles
Declaration
public bool SetCameraClip(bool objects = true, bool vehicles = true)
Parameters
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SetFieldOfView(CameraMode, Single)
Set the field of view of this camera on a specific mode
Declaration
public bool SetFieldOfView(CameraMode mode, float fieldOfView)
Parameters
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SetGoggleEffect(GoggleEffects, Boolean)
Set the goggle effect of this camera
Declaration
public bool SetGoggleEffect(GoggleEffects effect, bool noiseEnabled = true)
Parameters
Returns
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SetMatrix(Matrix4x4, Single, Single)
Get and set the 4x4matrix, roll and field of view on the camera
Declaration
public bool SetMatrix(Matrix4x4 matrix, float roll = 0F, float fov = 70F)
Parameters
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SetMatrix(Vector3, Vector3, Single, Single)
Get and set the matrix, roll and fox using vector3s for position and lookAt
Declaration
public bool SetMatrix(Vector3 position, Vector3 lookAt, float roll = 0F, float fov = 70F)
Parameters
Returns