| bool IsTargetObscured(CinemachineVirtualCameraBase vcam) | Public | | 0x08 |
| bool CameraWasDisplaced(CinemachineVirtualCameraBase vcam) | Public | | 0x08 |
| float GetCameraDisplacementDistance(CinemachineVirtualCameraBase vcam) | Public | | 0x08 |
| void OnValidate() | Private | | 0x00 |
| void OnDestroy() | 2 flags | | 0x00 |
| List<System.Collections.Generic.List<UnityEngine.Vector3>> get_DebugPaths() | 2 flags | | 0x08 |
| float GetMaxDampTime() | Public+1 flags | | 0x04 |
| void PostPipelineStageCallback(CinemachineVirtualCameraBase vcam, const Stage& stage, ref CameraState& state, float deltaTime) | 2 flags | | 0x110 |
| Vector3 PreserveLineOfSight(ref CameraState& state, ref VcamExtraState& extra) | Private | | 0x110 |
| Vector3 PullCameraInFrontOfNearestObstacle(const Vector3& cameraPos, const Vector3& lookAtPos, int layerMask, ref RaycastHit& hitInfo) | Private | | 0x2C |
| Vector3 PushCameraBack(const Vector3& currentPos, const Vector3& pushDir, const RaycastHit& obstacle, const Vector3& lookAtPos, const Plane& startPlane, float targetDistance, int iterations, ref VcamExtraState& extra) | Private | | 0x2C |
| bool GetWalkingDirection(const Vector3& pos, const Vector3& pushDir, const RaycastHit& obstacle, ref Vector3& outDir) | Private | | 0x2C |
| float GetPushBackDistance(const Ray& ray, const Plane& startPlane, float targetDistance, const Vector3& lookAtPos) | Private | | 0x18 |
| float ClampRayToBounds(const Ray& ray, float distance, const Bounds& bounds) | PrivateStatic | | 0x18 |
| Vector3 RespectCameraRadius(const Vector3& cameraPos, const Vector3& lookAtPos) | Private | | 0x0C |
| bool CheckForTargetObstructions(const CameraState& state) | Private | | 0x110 |
| bool IsTargetOffscreen(const CameraState& state) | PrivateStatic | | 0x110 |
| void UpgradeToCm3(CinemachineDeoccluder c) | 1 flags | | 0x08 |
| void .ctor() | Public+1 flags | | 0x00 |
| void .cctor() | PrivateStatic+1 flags | | 0x00 |