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