Add this class to a GameObject to make it blink, either by enabling/disabling a gameobject, changing its alpha, emission intensity, or a value on a shader)
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virtual float | Duration [get] |
| The duration of the blink is the sum of its phases' durations, plus the time it takes to repeat them all More...
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Add this class to a GameObject to make it blink, either by enabling/disabling a gameobject, changing its alpha, emission intensity, or a value on a shader)
◆ Methods
the possible methods to blink an object
Enumerator |
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SetGameObjectActive | |
MaterialAlpha | |
MaterialEmissionIntensity | |
ShaderFloatValue | |
◆ States
the possible states of the blinking object
◆ ApplyBlink()
virtual void MoreMountains.Feedbacks.MMBlink.ApplyBlink |
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bool |
active, |
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float |
value |
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protectedvirtual |
Applies the blink to the object based on its type
- Parameters
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◆ ApplyCurrentColor()
virtual void MoreMountains.Feedbacks.MMBlink.ApplyCurrentColor |
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Renderer |
targetRenderer | ) |
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◆ ApplyFloatValue()
virtual void MoreMountains.Feedbacks.MMBlink.ApplyFloatValue |
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Renderer |
targetRenderer, |
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float |
value |
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protectedvirtual |
◆ Blink()
virtual void MoreMountains.Feedbacks.MMBlink.Blink |
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Blinks the object based on its computed state
◆ DetermineCurrentPhase()
virtual void MoreMountains.Feedbacks.MMBlink.DetermineCurrentPhase |
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Determines the current phase index based on phase durations
◆ DetermineState()
virtual void MoreMountains.Feedbacks.MMBlink.DetermineState |
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Determines the current phase and determines whether the object should be active or inactive
◆ GetDeltaTime()
virtual float MoreMountains.Feedbacks.MMBlink.GetDeltaTime |
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◆ GetInitialColor()
virtual void MoreMountains.Feedbacks.MMBlink.GetInitialColor |
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◆ GetInitialFloatValue()
virtual void MoreMountains.Feedbacks.MMBlink.GetInitialFloatValue |
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◆ GetTime()
virtual float MoreMountains.Feedbacks.MMBlink.GetTime |
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◆ InitializeBlinkProperties()
virtual void MoreMountains.Feedbacks.MMBlink.InitializeBlinkProperties |
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Resets counters and grabs properties and initial colors
◆ OnDisable()
void MoreMountains.Feedbacks.MMBlink.OnDisable |
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◆ OnEnable()
virtual void MoreMountains.Feedbacks.MMBlink.OnEnable |
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On enable, initializes blink properties
◆ ResetBlinkProperties()
virtual void MoreMountains.Feedbacks.MMBlink.ResetBlinkProperties |
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Resets blinking properties to original values
◆ StartBlinking()
virtual void MoreMountains.Feedbacks.MMBlink.StartBlinking |
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Makes the object start blinking
◆ StopBlinking()
virtual void MoreMountains.Feedbacks.MMBlink.StopBlinking |
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Makes the object stop blinking
◆ ToggleBlinking()
virtual void MoreMountains.Feedbacks.MMBlink.ToggleBlinking |
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Makes the object blink if it wasn't already blinking, stops it otherwise
◆ Update()
virtual void MoreMountains.Feedbacks.MMBlink.Update |
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On Update, we blink if we are supposed to
◆ _currentBlinkDuration
float MoreMountains.Feedbacks.MMBlink._currentBlinkDuration |
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◆ _currentColor
Color MoreMountains.Feedbacks.MMBlink._currentColor |
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protected |
◆ _currentLerpDuration
float MoreMountains.Feedbacks.MMBlink._currentLerpDuration |
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◆ _currentPhaseStartedAt
float MoreMountains.Feedbacks.MMBlink._currentPhaseStartedAt = 0f |
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protected |
◆ _extraInitialColors
List<Color> MoreMountains.Feedbacks.MMBlink._extraInitialColors |
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◆ _extraPropertyBlocks
List<MaterialPropertyBlock> MoreMountains.Feedbacks.MMBlink._extraPropertyBlocks |
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◆ _initialColor
Color MoreMountains.Feedbacks.MMBlink._initialColor |
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◆ _initialShaderFloatValue
float MoreMountains.Feedbacks.MMBlink._initialShaderFloatValue |
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◆ _lastBlinkAt
float MoreMountains.Feedbacks.MMBlink._lastBlinkAt = 0f |
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◆ _propertyBlock
MaterialPropertyBlock MoreMountains.Feedbacks.MMBlink._propertyBlock |
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◆ _propertyID
int MoreMountains.Feedbacks.MMBlink._propertyID |
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◆ _repeatCount
int MoreMountains.Feedbacks.MMBlink._repeatCount |
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◆ Active
bool MoreMountains.Feedbacks.MMBlink.Active = false |
is the blinking object in an active state right now?
◆ Blinking
bool MoreMountains.Feedbacks.MMBlink.Blinking = true |
whether the object should blink or not
◆ CurrentPhaseIndex
int MoreMountains.Feedbacks.MMBlink.CurrentPhaseIndex = 0 |
the index of the phase we're currently in
◆ Curve
AnimationCurve MoreMountains.Feedbacks.MMBlink.Curve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1.05f), new Keyframe(1, 0)) |
the curve to apply to the lerping
◆ DebugToolbar
bool MoreMountains.Feedbacks.MMBlink.DebugToolbar |
◆ ExtraGameObjects
List<GameObject> MoreMountains.Feedbacks.MMBlink.ExtraGameObjects |
a list of optional extra game objects to target
◆ ExtraRenderers
a list of optional extra renderers and their material index to target
◆ ForceStateOnExit
bool MoreMountains.Feedbacks.MMBlink.ForceStateOnExit = false |
whether or not to force a certain state on exit
◆ LerpValue
bool MoreMountains.Feedbacks.MMBlink.LerpValue = true |
whether to lerp these values or not
◆ MaterialIndex
int MoreMountains.Feedbacks.MMBlink.MaterialIndex = 0 |
the material index to target
◆ Method
the selected method to blink the target object
◆ OffValue
float MoreMountains.Feedbacks.MMBlink.OffValue = 0f |
the value to apply when blinking is off
◆ OnValue
float MoreMountains.Feedbacks.MMBlink.OnValue = 1f |
the value to apply when blinking is on
◆ Phases
List<BlinkPhase> MoreMountains.Feedbacks.MMBlink.Phases |
The list of phases to apply blinking with.
◆ RepeatCount
int MoreMountains.Feedbacks.MMBlink.RepeatCount = 0 |
how many times the sequence should repeat (-1 : infinite)
◆ ShaderPropertyName
string MoreMountains.Feedbacks.MMBlink.ShaderPropertyName = "_Color" |
the shader property to alter a float on
◆ StateOnExit
the state to apply on exit
◆ TargetGameObject
GameObject MoreMountains.Feedbacks.MMBlink.TargetGameObject |
the object to set active/inactive if that method was chosen
◆ TargetRenderer
Renderer MoreMountains.Feedbacks.MMBlink.TargetRenderer |
the target renderer to work with
◆ TimescaleMode
whether or not this MMBlink should operate on unscaled time
◆ UseMaterialPropertyBlocks
bool MoreMountains.Feedbacks.MMBlink.UseMaterialPropertyBlocks = false |
if this is true, this component will use material property blocks instead of working on an instance of the material.
◆ Duration
virtual float MoreMountains.Feedbacks.MMBlink.Duration |
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get |
The duration of the blink is the sum of its phases' durations, plus the time it takes to repeat them all
The documentation for this class was generated from the following file:
- F:/Github/Store/Feel/Assets/Feel/MMFeedbacks/MMFeedbacks/Shakers/MMBlink.cs