80 lines
2.6 KiB
C#

//
// IcarusCameraOperation.cs - indicates the operation for the "camera" command from the CAMERA_COMMANDS enumeration
//
// Author:
// Michael Becker <alcexhim@gmail.com>
//
// 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 <http://www.gnu.org/licenses/>.
namespace UniversalEditor.ObjectModels.Icarus
{
/// <summary>
/// Indicates the operation for the "camera" command from the CAMERA_COMMANDS enumeration.
/// </summary>
public enum IcarusCameraOperation
{
None = 0,
/// <summary>
/// Pan to absolute angle from current angle in dir (no dir will use shortest) over number of milliseconds
/// </summary>
Pan = 57,
/// <summary>
/// Normal is 80, 10 is zoomed in, max is 120. Second value is time in ms to take to zoom to the new FOV
/// </summary>
Zoom = 58,
/// <summary>
/// Move to a absolute vector origin or TAG("targetname", ORIGIN) over time over number of milliseconds
/// </summary>
Move = 59,
/// <summary>
/// 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]
/// </summary>
Fade = 60,
/// <summary>
/// Path to ROF file
/// </summary>
Path = 61,
/// <summary>
/// Puts game in camera mode
/// </summary>
Enable = 62,
/// <summary>
/// Takes game out of camera mode
/// </summary>
Disable = 63,
/// <summary>
/// Intensity (0-16) and duration, in milliseconds
/// </summary>
Shake = 64,
/// <summary>
/// Roll to relative angle offsets of current angle over number of milliseconds
/// </summary>
Roll = 65,
/// <summary>
/// Get on track and move at speed, last number is whether or not to lerp to the start pos
/// </summary>
Track = 66,
/// <summary>
/// Keep this distance from cameraGroup (if any), last number is whether or not to lerp to the start angle
/// </summary>
Distance = 67,
/// <summary>
/// Follow ends with matching cameraGroup at angleSpeed, last number is whether or not to lerp to the start angle
/// </summary>
Follow = 68
}
}