// // IcarusCameraOperation.cs - indicates the operation for the "camera" command from the CAMERA_COMMANDS enumeration // // Author: // Michael Becker // // Copyright (c) 2011-2020 Mike Becker's Software // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see . namespace UniversalEditor.ObjectModels.Icarus { /// /// Indicates the operation for the "camera" command from the CAMERA_COMMANDS enumeration. /// public enum IcarusCameraOperation { None = 0, /// /// Pan to absolute angle from current angle in dir (no dir will use shortest) over number of milliseconds /// Pan = 57, /// /// Normal is 80, 10 is zoomed in, max is 120. Second value is time in ms to take to zoom to the new FOV /// Zoom = 58, /// /// Move to a absolute vector origin or TAG("targetname", ORIGIN) over time over number of milliseconds /// Move = 59, /// /// Fade from [start Red Green Blue], [Opacity] to [end Red Green Blue], [Opacity] [all fields valid ranges are 0 to 1] over [number of milliseconds] /// Fade = 60, /// /// Path to ROF file /// Path = 61, /// /// Puts game in camera mode /// Enable = 62, /// /// Takes game out of camera mode /// Disable = 63, /// /// Intensity (0-16) and duration, in milliseconds /// Shake = 64, /// /// Roll to relative angle offsets of current angle over number of milliseconds /// Roll = 65, /// /// Get on track and move at speed, last number is whether or not to lerp to the start pos /// Track = 66, /// /// Keep this distance from cameraGroup (if any), last number is whether or not to lerp to the start angle /// Distance = 67, /// /// Follow ends with matching cameraGroup at angleSpeed, last number is whether or not to lerp to the start angle /// Follow = 68 } }