Feel  4.0.1
The best way to improve your game's feel and make it extra juicy
MoreMountains.Feedbacks.MMF_Destroy Class Reference

This feedback allows you to destroy a target gameobject, either via Destroy, DestroyImmediate, or SetActive:False More...

Inheritance diagram for MoreMountains.Feedbacks.MMF_Destroy:
MoreMountains.Feedbacks.MMF_Feedback

Public Types

enum  Modes { Modes.Destroy, Modes.DestroyImmediate, Modes.Disable }
 the possible ways to destroy an object More...
 

Public Attributes

override bool HasAutomatedTargetAcquisition => true
 sets the inspector color for this feedback More...
 
GameObject TargetGameObject
 the gameobject we want to change the active state of More...
 
List< GameObject > ExtraTargetGameObjects
 the optional list of extra gameobjects we want to change the active state of More...
 
Modes Mode
 the selected destruction mode More...
 

Static Public Attributes

static bool FeedbackTypeAuthorized = true
 a static bool used to disable all feedbacks of this type at once More...
 

Protected Member Functions

override void AutomateTargetAcquisition ()
 A method meant to be implemented per feedback letting you specify what happens (usually setting a target) More...
 
override void CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f)
 On Play we change the state of our Behaviour if needed More...
 
virtual void ProceedWithDestruction (GameObject go)
 Changes the status of the Behaviour More...
 
override void CustomRestoreInitialValues ()
 On restore, we put our object back at its initial position More...
 

Protected Attributes

bool _initialActiveState
 

Additional Inherited Members

Detailed Description

This feedback allows you to destroy a target gameobject, either via Destroy, DestroyImmediate, or SetActive:False

Member Enumeration Documentation

◆ Modes

the possible ways to destroy an object

Enumerator
Destroy 
DestroyImmediate 
Disable 

Member Function Documentation

◆ AutomateTargetAcquisition()

override void MoreMountains.Feedbacks.MMF_Destroy.AutomateTargetAcquisition ( )
protectedvirtual

A method meant to be implemented per feedback letting you specify what happens (usually setting a target)

Reimplemented from MoreMountains.Feedbacks.MMF_Feedback.

◆ CustomPlayFeedback()

override void MoreMountains.Feedbacks.MMF_Destroy.CustomPlayFeedback ( Vector3  position,
float  feedbacksIntensity = 1.0f 
)
protectedvirtual

On Play we change the state of our Behaviour if needed

Parameters
position
feedbacksIntensity

Implements MoreMountains.Feedbacks.MMF_Feedback.

◆ CustomRestoreInitialValues()

override void MoreMountains.Feedbacks.MMF_Destroy.CustomRestoreInitialValues ( )
protectedvirtual

On restore, we put our object back at its initial position

Reimplemented from MoreMountains.Feedbacks.MMF_Feedback.

◆ ProceedWithDestruction()

virtual void MoreMountains.Feedbacks.MMF_Destroy.ProceedWithDestruction ( GameObject  go)
protectedvirtual

Changes the status of the Behaviour

Parameters
state

Member Data Documentation

◆ _initialActiveState

bool MoreMountains.Feedbacks.MMF_Destroy._initialActiveState
protected

◆ ExtraTargetGameObjects

List<GameObject> MoreMountains.Feedbacks.MMF_Destroy.ExtraTargetGameObjects

the optional list of extra gameobjects we want to change the active state of

◆ FeedbackTypeAuthorized

bool MoreMountains.Feedbacks.MMF_Destroy.FeedbackTypeAuthorized = true
static

a static bool used to disable all feedbacks of this type at once

◆ HasAutomatedTargetAcquisition

override bool MoreMountains.Feedbacks.MMF_Destroy.HasAutomatedTargetAcquisition => true

sets the inspector color for this feedback

◆ Mode

Modes MoreMountains.Feedbacks.MMF_Destroy.Mode

the selected destruction mode

◆ TargetGameObject

GameObject MoreMountains.Feedbacks.MMF_Destroy.TargetGameObject

the gameobject we want to change the active state of


The documentation for this class was generated from the following file: