| void OnValidate() | Private | | 0x00 |
| void Reset() | Private | | 0x00 |
| InputAxis get_DefaultPan() | PrivateStatic+1 flags | | 0x34 |
| InputAxis get_DefaultTilt() | PrivateStatic+1 flags | | 0x34 |
| void Unity.Cinemachine.IInputAxisOwner.GetInputAxes(List<Unity.Cinemachine.IInputAxisOwner.AxisDescriptor> axes) | PrivateFinal+2 flags | | 0x08 |
| void Unity.Cinemachine.IInputAxisResetSource.RegisterResetHandler(Action handler) | PrivateFinal+2 flags | | 0x08 |
| void Unity.Cinemachine.IInputAxisResetSource.UnregisterResetHandler(Action handler) | PrivateFinal+2 flags | | 0x08 |
| float Unity.Cinemachine.CinemachineFreeLookModifier.IModifierValueSource.get_NormalizedModifierValue() | PrivateFinal+3 flags | | 0x04 |
| bool Unity.Cinemachine.IInputAxisResetSource.get_HasResetHandler() | PrivateFinal+3 flags | | 0x01 |
| bool get_IsValid() | Public+2 flags | | 0x01 |
| Stage get_Stage() | Public+2 flags | | 0x04 |
| void PrePipelineMutateCameraState(ref CameraState& state, float deltaTime) | Public+1 flags | | 0x110 |
| void MutateCameraState(ref CameraState& curState, float deltaTime) | Public+1 flags | | 0x110 |
| void ForceCameraPosition(const Vector3& pos, const Quaternion& rot) | Public+1 flags | | 0x10 |
| bool OnTransitionFromCamera(ICinemachineCamera fromCam, const Vector3& worldUp, float deltaTime) | Public+1 flags | | 0x0C |
| void SetAxesForRotation(const Quaternion& targetRot) | Private | | 0x10 |
| Quaternion GetReferenceFrame(const Vector3& up) | Private | | 0x10 |
| Vector2 GetRecenterTarget() | Public | | 0x08 |
| void .ctor() | Public+1 flags | | 0x00 |
| ref InputAxis <Unity.Cinemachine.IInputAxisOwner.GetInputAxes>b__14_0() | Private | | 0x34 |
| ref InputAxis <Unity.Cinemachine.IInputAxisOwner.GetInputAxes>b__14_1() | Private | | 0x34 |
| float <GetRecenterTarget>g__NormalizeAngle|31_0(float angle) | Static+1 flags | | 0x04 |