Feel 5.9.1
The best way to improve your game's feel and make it extra juicy
Loading...
Searching...
No Matches
MoreMountains.Feedbacks.MMF_Feedback Class Referenceabstract
Inheritance diagram for MoreMountains.Feedbacks.MMF_Feedback:
MoreMountains.Feedbacks.MMF_Animation MoreMountains.Feedbacks.MMF_AnimationCrossfade MoreMountains.Feedbacks.MMF_AnimatorPlayState MoreMountains.Feedbacks.MMF_AnimatorSpeed MoreMountains.Feedbacks.MMF_AudioFilterDistortion MoreMountains.Feedbacks.MMF_AudioFilterEcho MoreMountains.Feedbacks.MMF_AudioFilterHighPass MoreMountains.Feedbacks.MMF_AudioFilterLowPass MoreMountains.Feedbacks.MMF_AudioFilterReverb MoreMountains.Feedbacks.MMF_AudioMixerSnapshotTransition MoreMountains.Feedbacks.MMF_AudioSource MoreMountains.Feedbacks.MMF_AudioSourcePitch MoreMountains.Feedbacks.MMF_AudioSourceStereoPan MoreMountains.Feedbacks.MMF_AudioSourceVolume MoreMountains.Feedbacks.MMF_Blink MoreMountains.Feedbacks.MMF_CameraClippingPlanes MoreMountains.Feedbacks.MMF_CameraFieldOfView MoreMountains.Feedbacks.MMF_CameraOrthographicSize MoreMountains.Feedbacks.MMF_CameraShake MoreMountains.Feedbacks.MMF_CameraZoom MoreMountains.Feedbacks.MMF_CanvasGroupBlocksRaycasts MoreMountains.Feedbacks.MMF_Collider MoreMountains.Feedbacks.MMF_DebugBreak MoreMountains.Feedbacks.MMF_DebugComment MoreMountains.Feedbacks.MMF_DebugLog MoreMountains.Feedbacks.MMF_DestinationTransform MoreMountains.Feedbacks.MMF_Destroy MoreMountains.Feedbacks.MMF_Enable MoreMountains.Feedbacks.MMF_Events MoreMountains.Feedbacks.MMF_FeedbackBase MoreMountains.Feedbacks.MMF_Feedbacks MoreMountains.Feedbacks.MMF_Flicker MoreMountains.Feedbacks.MMF_FloatController MoreMountains.Feedbacks.MMF_FloatingText MoreMountains.Feedbacks.MMF_Fog MoreMountains.Feedbacks.MMF_FreezeFrame MoreMountains.Feedbacks.MMF_InstantiateObject MoreMountains.Feedbacks.MMF_Light MoreMountains.Feedbacks.MMF_LineRenderer MoreMountains.Feedbacks.MMF_LoadScene MoreMountains.Feedbacks.MMF_LookAt MoreMountains.Feedbacks.MMF_MMGameEvent MoreMountains.Feedbacks.MMF_MMSoundManagerAllSoundsControl MoreMountains.Feedbacks.MMF_MMSoundManagerSaveLoad MoreMountains.Feedbacks.MMF_MMSoundManagerSound MoreMountains.Feedbacks.MMF_MMSoundManagerSoundControl MoreMountains.Feedbacks.MMF_MMSoundManagerSoundFade MoreMountains.Feedbacks.MMF_MMSoundManagerTrackControl MoreMountains.Feedbacks.MMF_MMSoundManagerTrackFade MoreMountains.Feedbacks.MMF_Material MoreMountains.Feedbacks.MMF_MaterialSetProperty MoreMountains.Feedbacks.MMF_PPMovingFilter MoreMountains.Feedbacks.MMF_Particles MoreMountains.Feedbacks.MMF_ParticlesInstantiation MoreMountains.Feedbacks.MMF_Pause MoreMountains.Feedbacks.MMF_PlayerChain MoreMountains.Feedbacks.MMF_PlayerControl MoreMountains.Feedbacks.MMF_Playlist MoreMountains.Feedbacks.MMF_Position MoreMountains.Feedbacks.MMF_PositionShake MoreMountains.Feedbacks.MMF_PositionSpring MoreMountains.Feedbacks.MMF_Property MoreMountains.Feedbacks.MMF_RadioSignal MoreMountains.Feedbacks.MMF_RandomEvents MoreMountains.Feedbacks.MMF_ReferenceHolder MoreMountains.Feedbacks.MMF_Rigidbody MoreMountains.Feedbacks.MMF_RotatePositionAround MoreMountains.Feedbacks.MMF_Rotation MoreMountains.Feedbacks.MMF_RotationShake MoreMountains.Feedbacks.MMF_RotationSpring MoreMountains.Feedbacks.MMF_Scale MoreMountains.Feedbacks.MMF_ScaleShake MoreMountains.Feedbacks.MMF_ScaleSpring MoreMountains.Feedbacks.MMF_SetActive MoreMountains.Feedbacks.MMF_SetParent MoreMountains.Feedbacks.MMF_ShaderGlobal MoreMountains.Feedbacks.MMF_Skybox MoreMountains.Feedbacks.MMF_Sound MoreMountains.Feedbacks.MMF_SpringColor MoreMountains.Feedbacks.MMF_SpringFloat MoreMountains.Feedbacks.MMF_SpringVector2 MoreMountains.Feedbacks.MMF_SpringVector3 MoreMountains.Feedbacks.MMF_SpringVector4 MoreMountains.Feedbacks.MMF_Sprite MoreMountains.Feedbacks.MMF_SpriteRenderer MoreMountains.Feedbacks.MMF_SpriteRendererAlpha MoreMountains.Feedbacks.MMF_SpriteSheetAnimation MoreMountains.Feedbacks.MMF_SquashAndStretch MoreMountains.Feedbacks.MMF_SquashAndStretchSpring MoreMountains.Feedbacks.MMF_TMPAlpha MoreMountains.Feedbacks.MMF_TMPColor MoreMountains.Feedbacks.MMF_TMPCountTo MoreMountains.Feedbacks.MMF_TMPCountToLong MoreMountains.Feedbacks.MMF_TMPDilate MoreMountains.Feedbacks.MMF_TMPOutlineColor MoreMountains.Feedbacks.MMF_TMPSoftness MoreMountains.Feedbacks.MMF_TMPText MoreMountains.Feedbacks.MMF_TMPTextReveal MoreMountains.Feedbacks.MMF_TextureOffset MoreMountains.Feedbacks.MMF_TextureScale MoreMountains.Feedbacks.MMF_TimescaleModifier MoreMountains.Feedbacks.MMF_TrailRenderer MoreMountains.Feedbacks.MMF_UnloadScene MoreMountains.Feedbacks.MMF_VideoPlayer MoreMountains.Feedbacks.MMF_Wiggle MoreMountains.FeedbacksForThirdParty.MMF_Bloom MoreMountains.FeedbacksForThirdParty.MMF_Bloom_HDRP MoreMountains.FeedbacksForThirdParty.MMF_Bloom_URP MoreMountains.FeedbacksForThirdParty.MMF_ChannelMixer_HDRP MoreMountains.FeedbacksForThirdParty.MMF_ChannelMixer_URP MoreMountains.FeedbacksForThirdParty.MMF_ChromaticAberration MoreMountains.FeedbacksForThirdParty.MMF_ChromaticAberration_HDRP MoreMountains.FeedbacksForThirdParty.MMF_ChromaticAberration_URP MoreMountains.FeedbacksForThirdParty.MMF_CinemachineImpulse MoreMountains.FeedbacksForThirdParty.MMF_CinemachineImpulseClear MoreMountains.FeedbacksForThirdParty.MMF_CinemachineImpulseSource MoreMountains.FeedbacksForThirdParty.MMF_CinemachineTransition MoreMountains.FeedbacksForThirdParty.MMF_ColorAdjustments_HDRP MoreMountains.FeedbacksForThirdParty.MMF_ColorAdjustments_URP MoreMountains.FeedbacksForThirdParty.MMF_ColorGrading MoreMountains.FeedbacksForThirdParty.MMF_DepthOfField MoreMountains.FeedbacksForThirdParty.MMF_DepthOfField_HDRP MoreMountains.FeedbacksForThirdParty.MMF_DepthOfField_URP MoreMountains.FeedbacksForThirdParty.MMF_Exposure_HDRP MoreMountains.FeedbacksForThirdParty.MMF_FilmGrain_HDRP MoreMountains.FeedbacksForThirdParty.MMF_FilmGrain_URP MoreMountains.FeedbacksForThirdParty.MMF_GlobalPPVolumeAutoBlend MoreMountains.FeedbacksForThirdParty.MMF_GlobalPPVolumeAutoBlend_URP MoreMountains.FeedbacksForThirdParty.MMF_Haptics MoreMountains.FeedbacksForThirdParty.MMF_LensDistortion MoreMountains.FeedbacksForThirdParty.MMF_LensDistortion_HDRP MoreMountains.FeedbacksForThirdParty.MMF_LensDistortion_URP MoreMountains.FeedbacksForThirdParty.MMF_MotionBlur_HDRP MoreMountains.FeedbacksForThirdParty.MMF_MotionBlur_URP MoreMountains.FeedbacksForThirdParty.MMF_NVClip MoreMountains.FeedbacksForThirdParty.MMF_NVContinuous MoreMountains.FeedbacksForThirdParty.MMF_NVControl MoreMountains.FeedbacksForThirdParty.MMF_NVEmphasis MoreMountains.FeedbacksForThirdParty.MMF_NVPreset MoreMountains.FeedbacksForThirdParty.MMF_PaniniProjection_HDRP MoreMountains.FeedbacksForThirdParty.MMF_PaniniProjection_URP MoreMountains.FeedbacksForThirdParty.MMF_UIToolkit MoreMountains.FeedbacksForThirdParty.MMF_Vignette MoreMountains.FeedbacksForThirdParty.MMF_Vignette_HDRP MoreMountains.FeedbacksForThirdParty.MMF_Vignette_URP MoreMountains.FeedbacksForThirdParty.MMF_VisualEffect MoreMountains.FeedbacksForThirdParty.MMF_VisualEffectSetProperty MoreMountains.FeedbacksForThirdParty.MMF_WhiteBalance_HDRP MoreMountains.FeedbacksForThirdParty.MMF_WhiteBalance_URP

Public Member Functions

virtual string GetLabel ()
 you can override this when creating a custom feedback to have it behave differently and display a different label
virtual float ComputeIntensity (float intensity, Vector3 position)
 Computes the new intensity, taking into account constant intensity and potential randomness.
virtual void CacheRequiresSetup ()
virtual bool EvaluateRequiresSetup ()
 Override this method to determine if a feedback requires setup.
virtual void SetFeedbackDuration (float newDuration)
 Use this method to change the duration of this feedback.
virtual void PreInitialization (MMF_Player owner, int index)
 Runs at Awake, lets you preinitialize your custom feedback before Initialization.
virtual void Initialization (MMF_Player owner, int index)
 Typically runs on Start, Initializes the feedback and its timing related variables.
virtual void SetIndexInFeedbacksList (int index)
 Lets you specify at what index this feedback is in the list - use carefully (or don't use at all)
virtual void AutomaticShakerSetup ()
 Call this method (either directly or via the inspector button) to try and automatically setup this feedback's corresponding shaker in the scene.
virtual void ForceAutomateTargetAcquisition ()
 Lets you force target acquisition, outside of initialization where it usually occurs.
virtual void Play (Vector3 position, float feedbacksIntensity=1.0f)
 Plays the feedback.
virtual void SetSequence (MMSequence newSequence)
 Use this method to change this feedback's sequence at runtime.
virtual void Stop (Vector3 position, float feedbacksIntensity=1.0f)
 Stops all feedbacks from playing. Will stop repeating feedbacks, and call custom stop implementations.
virtual void SkipToTheEnd (Vector3 position, float feedbacksIntensity=1.0f)
 Called when skipping to the end of MMF_Player, calls custom Skip on all feedbacks.
virtual void ForceInitialValue (Vector3 position, float feedbacksIntensity=1.0f)
 Forces the feedback to set its initial value (behavior will change from feedback to feedback, but for example, a Position feedback that moves a Transform from point A to B would automatically move the Transform to point A when ForceInitialState is called.
virtual void RestoreInitialValues ()
 Called when restoring the initial state of a player, calls custom Restore on all feedbacks.
virtual void ResetFeedback ()
 Calls this feedback's custom reset.
virtual void ResetCooldown ()
 Resets the cooldown for this feedback, allowing it to be played again instantly.
virtual void PlayerComplete ()
 This gets called by the MMF Player when all feedbacks have completed playing.
virtual void SetDelayBetweenRepeats (float delay)
 Use this method to specify a new delay between repeats at runtime.
virtual void SetInitialDelay (float delay)
 Use this method to specify a new initial delay at runtime.
virtual void ComputeNewRandomDurationMultiplier ()
 Computes a new random duration multiplier.
virtual void ResetPlayCount ()
 Resets the play count of this feedback.
virtual void ComputeTotalDuration ()
 Computes the total duration of this feedback.
virtual void InitializeCustomAttributes ()
 Use this method to initialize any custom attributes you may have.
virtual void OnValidate ()
 Triggered when a change happens in the inspector.
virtual void OnAddFeedback ()
 Triggered when the feedback gets added to the player.
virtual void OnDestroy ()
 Triggered when that feedback gets destroyed.
virtual void OnDisable ()
 Triggered when the host MMF Player gets disabled.
virtual void OnDrawGizmosSelectedHandler ()
 Triggered when the host MMF Player gets selected, can be used to draw gizmos.

Public Attributes

bool Active = true
 whether or not this feedback is active
int UniqueID
string Label = "MMFeedback"
 the name of this feedback to display in the inspector
string OriginalLabel = ""
 the original label of this feedback, used to display next to the custom label in case we set one
MMChannelModes ChannelMode = MMChannelModes.Int
int Channel = 0
 the ID of the channel on which this feedback will communicate
MMChannel MMChannelDefinition = null
float Chance = 100f
 the chance of this feedback happening (in percent : 100 : happens all the time, 0 : never happens, 50 : happens once every two calls, etc)
MMFeedbackTiming Timing
 a number of timing-related values (delay, repeat, etc)
MMFeedbackTargetAcquisition AutomatedTargetAcquisition
 a set of settings letting you define automated target acquisition for this feedback, to (for example) automatically grab the target on this game object, or a parent, a child, or on a reference holder
bool RandomizeOutput = false
 if this is true, intensity will be multiplied by a random value on play, picked between RandomMultiplier.x and RandomMultiplier.y
Vector2 RandomMultiplier = new Vector2(0.8f, 1f)
 a random value (randomized between its x and y) by which to multiply the output of this feedback, if RandomizeOutput is true
bool RandomizeDuration = false
 if this is true, this feedback's duration will be multiplied by a random value on play, picked between RandomDurationMultiplier.x and RandomDurationMultiplier.y
Vector2 RandomDurationMultiplier = new Vector2(0.5f, 2f)
 a random value (randomized between its x and y) by which to multiply the duration of this feedback, if RandomizeDuration is true
bool UseRange = false
 if this is true, only shakers within the specified range will respond to this feedback
float RangeDistance = 5f
 when in UseRange mode, only shakers within that distance will respond to this feedback
bool UseRangeFalloff = false
 when in UseRange mode, whether or not to modify the shake intensity based on the RangeFallOff curve
AnimationCurve RangeFalloff = new AnimationCurve(new Keyframe(0f, 1f), new Keyframe(1f, 0f))
 the animation curve to use to define falloff (on the x 0 represents the range center, 1 represents the max distance to it)
Vector2 RemapRangeFalloff = new Vector2(0f, 1f)
 the values to remap the falloff curve's y axis' 0 and 1
MMF_Button AutomaticShakerSetupButton
 a button used to attempt an auto shaker setup for this feedback, adding whatever shaker it requires to function to the scene
MMF_Player Owner
 the Owner of the feedback, as defined when calling the Initialization method
bool DebugActive = false
 whether or not this feedback is in debug mode

Static Public Attributes

const string _randomnessGroupName = "Feedback Randomness"
const string _rangeGroupName = "Feedback Range"
const string _automaticSetupGroupName = "Automatic Setup"

Protected Member Functions

virtual void AutomateTargetAcquisitionInternal ()
 Performs automated target acquisition, if needed.
virtual void AutomateTargetAcquisition ()
 A method meant to be implemented per feedback letting you specify what happens (usually setting a target)
virtual GameObject FindAutomatedTargetGameObject ()
virtual T FindAutomatedTarget< T > ()
virtual IEnumerator PlayCoroutine (Vector3 position, float feedbacksIntensity=1.0f)
 An internal coroutine delaying the initial play of the feedback.
virtual void RegularPlay (Vector3 position, float feedbacksIntensity=1.0f)
 Triggers delaying coroutines if needed.
virtual void TriggerCustomPlay (Vector3 position, float intensity)
 Triggers a custom play.
virtual IEnumerator InfinitePlay (Vector3 position, float feedbacksIntensity=1.0f)
 Internal coroutine used for repeated play without end.
virtual IEnumerator RepeatedPlay (Vector3 position, float feedbacksIntensity=1.0f)
 Internal coroutine used for repeated play.
virtual IEnumerator TriggerRepeatedPlay (Vector3 position, float feedbacksIntensity=1.0f)
virtual IEnumerator SequenceCoroutine (Vector3 position, float feedbacksIntensity=1.0f)
 A coroutine used to play this feedback on a sequence.
virtual IEnumerator ForceInitialValueDelayedCo (Vector3 position, float feedbacksIntensity=1.0f)
 A coroutine used to delay the Stop when forcing initial values (used mostly with shaker based feedbacks)
virtual float ApplyTimeMultiplier (float duration)
 Applies the host MMFeedbacks' time multiplier to this feedback.
virtual IEnumerator WaitFor (float delay)
 Internal method used to wait for a duration, on scaled or unscaled time.
virtual float ApplyDirection (float normalizedTime)
 Returns a new value of the normalized time based on the current play direction of this feedback.
virtual void CustomInitialization (MMF_Player owner)
 This method describes all custom initialization processes the feedback requires, in addition to the main Initialization method.
void CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f)
 This method describes what happens when the feedback gets played.
virtual void CustomStopFeedback (Vector3 position, float feedbacksIntensity=1.0f)
 This method describes what happens when the feedback gets stopped.
virtual void CustomSkipToTheEnd (Vector3 position, float feedbacksIntensity=1.0f)
 This method describes what happens when the feedback gets skipped to the end.
virtual void CustomRestoreInitialValues ()
 This method describes what happens when the feedback gets restored.
virtual void CustomPlayerComplete ()
 This method describes what happens when the player this feedback belongs to completes playing.
virtual void CustomReset ()
 This method describes what happens when the feedback gets reset.

Protected Attributes

float _lastPlayTimestamp = -float.MaxValue
int _playsLeft
bool _initialized = false
Coroutine _playCoroutine
Coroutine _infinitePlayCoroutine
Coroutine _sequenceCoroutine
Coroutine _repeatedPlayCoroutine
bool _requiresSetup = false
string _requiredTarget = ""
float _randomDurationMultiplier = 1f
int _sequenceTrackID = 0
float _beatInterval
bool BeatThisFrame = false
int LastBeatIndex = 0
int CurrentSequenceIndex = 0
float LastBeatTimestamp = 0f
MMChannelData _channelData
float _totalDuration = 0f
int _indexInOwnerFeedbackList = 0
string _requiredTargetTextCached = "."
string _requiredTargetTextCachedExtra = ""
float _repeatOffset = 0f

Properties

virtual Color DisplayColor [get]
 use this color to customize the background color of the feedback in the MMF_Player's list
virtual IEnumerator Pause [get]
 set this to true if your feedback should pause the execution of the feedback sequence
virtual bool HoldingPause [get]
 if this is true, this feedback will wait until all previous feedbacks have run
virtual bool LooperPause [get]
 if this is true, this feedback will wait until all previous feedbacks have run, then run all previous feedbacks again
virtual bool ScriptDrivenPause [get, set]
 if this is true, this feedback will pause and wait until ResumeFeedbacks() is called on its parent MMF_Player to resume execution
virtual float ScriptDrivenPauseAutoResume [get, set]
 if this is a positive value, the feedback will auto resume after that duration if it hasn't been resumed via script already
virtual bool LooperStart [get]
 if this is true, this feedback will wait until all previous feedbacks have run, then run all previous feedbacks again
virtual bool HasChannel [get]
 if this is true, the Channel property will be displayed, otherwise it'll be hidden
virtual bool HasAutomaticShakerSetup [get]
 if this is true, this feedback will display an automatic shaker setup button
virtual bool HasRandomness [get]
 if this is true, the Randomness group will be displayed, otherwise it'll be hidden
virtual bool CanForceInitialValue [get]
 if this is true, this feedback implements ForceInitialState, otherwise calling that method will have no effect
virtual bool ForceInitialValueDelayed [get]
 if this is true, force initial value will happen over two frames
virtual bool HasAutomatedTargetAcquisition [get]
 whether or not this feedback can automatically grab the target on this game object, or a parent, a child, or on a reference holder
virtual MMF_ReferenceHolder ForcedReferenceHolder [get, set]
 when in forced reference mode, this will contain the forced reference holder that will be used (usually set by itself)
virtual bool HasRange [get]
 if this is true, the Range group will be displayed, otherwise it'll be hidden
virtual int PlaysLeft [get]
 the total amount of plays this feedback has left
virtual bool HasCustomInspectors [get]
virtual bool InCooldown [get]
 returns true if this feedback is in cooldown at this time (and thus can't play), false otherwise
virtual bool IsPlaying [get, set]
 if this is true, this feedback is currently playing
virtual float ComputedRandomMultiplier [get]
 Returns the random multiplier to apply to this feedback's output.
virtual TimescaleModes ComputedTimescaleMode [get]
 Returns the timescale mode to use in logic, taking into account the one set at the feedback level and the player level.
virtual bool InScaledTimescaleMode [get]
 returns true if this feedback is in Scaled timescale mode, false otherwise
virtual float FeedbackTime [get]
 the time (or unscaled time) based on the selected Timing settings
virtual float FeedbackDeltaTime [get]
 the delta time (or unscaled delta time) based on the selected Timing settings
virtual float TotalDuration [get]
 The total duration of this feedback : total = initial delay + duration * (number of repeats + delay between repeats)
virtual bool IsExpanded [get, set]
virtual bool RequiresSetup [get]
 A flag used to determine if a feedback has all it needs, or if it requires some extra setup. This flag will be used to display a warning icon in the inspector if the feedback is not ready to be played.
virtual string RequiredTarget [get]
virtual bool DrawGroupInspectors [get]
 if this is true, group inspectors will be displayed within this feedback
virtual bool DisplayFullHeaderColor [get]
 if this is true, the feedback will be displayed in the MMF Player's list with a full color background, as opposed to just a small line on the left
virtual string RequiresSetupText [get]
 defines the setup text that will be displayed on the feedback, should setup be required
virtual string RequiredTargetText [get]
 the text used to describe the required target
virtual string RequiredTargetTextExtra [get]
 the text used to describe the required target, if more info is needed
virtual string RequiredChannelText [get]
virtual float FeedbackStartedAt [get]
virtual float FeedbackDuration [get, set]
virtual bool FeedbackPlaying [get]
 whether or not this feedback is playing right now
virtual MMChannelData ChannelData [get]
 a ChannelData object, ready to pass to an event
virtual bool InInitialDelay [get, set]
virtual float FinalNormalizedTime [get]
 Returns the t value at which to evaluate a curve at the end of this feedback's play time.
virtual bool NormalPlayDirection [get]
 Returns true if this feedback should play normally, or false if it should play in rewind.
virtual bool ShouldPlayInThisSequenceDirection [get]
 Returns true if this feedback should play in the current parent MMFeedbacks direction, according to its MMFeedbacksDirectionCondition setting.

Member Function Documentation

◆ ApplyDirection()

virtual float MoreMountains.Feedbacks.MMF_Feedback.ApplyDirection ( float normalizedTime)
protectedvirtual

Returns a new value of the normalized time based on the current play direction of this feedback.

Parameters
normalizedTime
Returns

◆ ApplyTimeMultiplier()

virtual float MoreMountains.Feedbacks.MMF_Feedback.ApplyTimeMultiplier ( float duration)
protectedvirtual

Applies the host MMFeedbacks' time multiplier to this feedback.

Parameters
duration
Returns

◆ AutomateTargetAcquisition()

virtual void MoreMountains.Feedbacks.MMF_Feedback.AutomateTargetAcquisition ( )
protectedvirtual

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

Reimplemented in MoreMountains.Feedbacks.MMF_Animation, MoreMountains.Feedbacks.MMF_AnimationCrossfade, MoreMountains.Feedbacks.MMF_AnimatorPlayState, MoreMountains.Feedbacks.MMF_AnimatorSpeed, MoreMountains.Feedbacks.MMF_AudioSource, MoreMountains.Feedbacks.MMF_Blink, MoreMountains.Feedbacks.MMF_CanvasGroup, MoreMountains.Feedbacks.MMF_CanvasGroupBlocksRaycasts, MoreMountains.Feedbacks.MMF_Collider, MoreMountains.Feedbacks.MMF_DestinationTransform, MoreMountains.Feedbacks.MMF_Destroy, MoreMountains.Feedbacks.MMF_Flicker, MoreMountains.Feedbacks.MMF_FloatController, MoreMountains.Feedbacks.MMF_Light, MoreMountains.Feedbacks.MMF_Material, MoreMountains.Feedbacks.MMF_MaterialSetProperty, MoreMountains.Feedbacks.MMF_Particles, MoreMountains.Feedbacks.MMF_Position, MoreMountains.Feedbacks.MMF_PositionShake, MoreMountains.Feedbacks.MMF_PositionSpring, MoreMountains.Feedbacks.MMF_RadioSignal, MoreMountains.Feedbacks.MMF_RectTransformAnchor, MoreMountains.Feedbacks.MMF_RectTransformOffset, MoreMountains.Feedbacks.MMF_RectTransformPivot, MoreMountains.Feedbacks.MMF_RectTransformSizeDelta, MoreMountains.Feedbacks.MMF_Rigidbody, MoreMountains.Feedbacks.MMF_RotatePositionAround, MoreMountains.Feedbacks.MMF_Rotation, MoreMountains.Feedbacks.MMF_RotationShake, MoreMountains.Feedbacks.MMF_RotationSpring, MoreMountains.Feedbacks.MMF_Scale, MoreMountains.Feedbacks.MMF_ScaleShake, MoreMountains.Feedbacks.MMF_ScaleSpring, MoreMountains.Feedbacks.MMF_SetActive, MoreMountains.Feedbacks.MMF_SetParent, MoreMountains.Feedbacks.MMF_Sprite, MoreMountains.Feedbacks.MMF_SpriteRenderer, MoreMountains.Feedbacks.MMF_SpriteRendererAlpha, MoreMountains.Feedbacks.MMF_SquashAndStretch, MoreMountains.Feedbacks.MMF_SquashAndStretchSpring, MoreMountains.Feedbacks.MMF_TextureOffset, MoreMountains.Feedbacks.MMF_TextureScale, MoreMountains.Feedbacks.MMF_VideoPlayer, MoreMountains.Feedbacks.MMF_Wiggle, MoreMountains.FeedbacksForThirdParty.MMF_GlobalPPVolumeAutoBlend, MoreMountains.FeedbacksForThirdParty.MMF_GlobalPPVolumeAutoBlend_URP, and MoreMountains.FeedbacksForThirdParty.MMF_UIToolkit.

◆ AutomateTargetAcquisitionInternal()

virtual void MoreMountains.Feedbacks.MMF_Feedback.AutomateTargetAcquisitionInternal ( )
protectedvirtual

Performs automated target acquisition, if needed.

◆ AutomaticShakerSetup()

virtual void MoreMountains.Feedbacks.MMF_Feedback.AutomaticShakerSetup ( )
virtual

Call this method (either directly or via the inspector button) to try and automatically setup this feedback's corresponding shaker in the scene.

Reimplemented in MoreMountains.Feedbacks.MMF_CameraFieldOfView, MoreMountains.Feedbacks.MMF_CameraOrthographicSize, MoreMountains.Feedbacks.MMF_CameraShake, MoreMountains.Feedbacks.MMF_CameraZoom, MoreMountains.Feedbacks.MMF_FreezeFrame, MoreMountains.Feedbacks.MMF_MMSoundManagerSound, MoreMountains.Feedbacks.MMF_Sound, MoreMountains.Feedbacks.MMF_TimescaleModifier, MoreMountains.FeedbacksForThirdParty.MMF_Bloom, MoreMountains.FeedbacksForThirdParty.MMF_Bloom_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_Bloom_URP, MoreMountains.FeedbacksForThirdParty.MMF_ChannelMixer_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_ChannelMixer_URP, MoreMountains.FeedbacksForThirdParty.MMF_ChromaticAberration, MoreMountains.FeedbacksForThirdParty.MMF_ChromaticAberration_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_ChromaticAberration_URP, MoreMountains.FeedbacksForThirdParty.MMF_CinemachineImpulse, MoreMountains.FeedbacksForThirdParty.MMF_ColorAdjustments_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_ColorAdjustments_URP, MoreMountains.FeedbacksForThirdParty.MMF_ColorGrading, MoreMountains.FeedbacksForThirdParty.MMF_DepthOfField, MoreMountains.FeedbacksForThirdParty.MMF_DepthOfField_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_DepthOfField_URP, MoreMountains.FeedbacksForThirdParty.MMF_Exposure_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_FilmGrain_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_FilmGrain_URP, MoreMountains.FeedbacksForThirdParty.MMF_LensDistortion, MoreMountains.FeedbacksForThirdParty.MMF_LensDistortion_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_LensDistortion_URP, MoreMountains.FeedbacksForThirdParty.MMF_MotionBlur_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_MotionBlur_URP, MoreMountains.FeedbacksForThirdParty.MMF_PaniniProjection_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_PaniniProjection_URP, MoreMountains.FeedbacksForThirdParty.MMF_Vignette, MoreMountains.FeedbacksForThirdParty.MMF_Vignette_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_Vignette_URP, MoreMountains.FeedbacksForThirdParty.MMF_WhiteBalance_HDRP, and MoreMountains.FeedbacksForThirdParty.MMF_WhiteBalance_URP.

◆ CacheRequiresSetup()

virtual void MoreMountains.Feedbacks.MMF_Feedback.CacheRequiresSetup ( )
virtual

◆ ComputeIntensity()

virtual float MoreMountains.Feedbacks.MMF_Feedback.ComputeIntensity ( float intensity,
Vector3 position )
virtual

Computes the new intensity, taking into account constant intensity and potential randomness.

Parameters
intensity
Returns

◆ ComputeNewRandomDurationMultiplier()

virtual void MoreMountains.Feedbacks.MMF_Feedback.ComputeNewRandomDurationMultiplier ( )
virtual

Computes a new random duration multiplier.

◆ ComputeTotalDuration()

virtual void MoreMountains.Feedbacks.MMF_Feedback.ComputeTotalDuration ( )
virtual

Computes the total duration of this feedback.

◆ CustomInitialization()

virtual void MoreMountains.Feedbacks.MMF_Feedback.CustomInitialization ( MMF_Player owner)
protectedvirtual

This method describes all custom initialization processes the feedback requires, in addition to the main Initialization method.

Parameters
owner

Reimplemented in MoreMountains.Feedbacks.MMF_Animation, MoreMountains.Feedbacks.MMF_AnimationCrossfade, MoreMountains.Feedbacks.MMF_AnimatorPlayState, MoreMountains.Feedbacks.MMF_AudioSource, MoreMountains.Feedbacks.MMF_Broadcast, MoreMountains.Feedbacks.MMF_Enable, MoreMountains.Feedbacks.MMF_Events, MoreMountains.Feedbacks.MMF_FeedbackBase, MoreMountains.Feedbacks.MMF_Feedbacks, MoreMountains.Feedbacks.MMF_Flicker, MoreMountains.Feedbacks.MMF_FloatController, MoreMountains.Feedbacks.MMF_Fog, MoreMountains.Feedbacks.MMF_InstantiateObject, MoreMountains.Feedbacks.MMF_Light, MoreMountains.Feedbacks.MMF_LineRenderer, MoreMountains.Feedbacks.MMF_LookAt, MoreMountains.Feedbacks.MMF_Looper, MoreMountains.Feedbacks.MMF_Material, MoreMountains.Feedbacks.MMF_MaterialSetProperty, MoreMountains.Feedbacks.MMF_MMSoundManagerSound, MoreMountains.Feedbacks.MMF_Particles, MoreMountains.Feedbacks.MMF_ParticlesInstantiation, MoreMountains.Feedbacks.MMF_Pause, MoreMountains.Feedbacks.MMF_PlayerControl, MoreMountains.Feedbacks.MMF_Position, MoreMountains.Feedbacks.MMF_PositionSpring, MoreMountains.Feedbacks.MMF_Property, MoreMountains.Feedbacks.MMF_RandomEvents, MoreMountains.Feedbacks.MMF_ReferenceHolder, MoreMountains.Feedbacks.MMF_RotatePositionAround, MoreMountains.Feedbacks.MMF_Rotation, MoreMountains.Feedbacks.MMF_RotationSpring, MoreMountains.Feedbacks.MMF_Scale, MoreMountains.Feedbacks.MMF_ScaleSpring, MoreMountains.Feedbacks.MMF_SetActive, MoreMountains.Feedbacks.MMF_Sound, MoreMountains.Feedbacks.MMF_Sprite, MoreMountains.Feedbacks.MMF_SpriteRenderer, MoreMountains.Feedbacks.MMF_SpriteRendererAlpha, MoreMountains.Feedbacks.MMF_SpriteSheetAnimation, MoreMountains.Feedbacks.MMF_SquashAndStretch, MoreMountains.Feedbacks.MMF_SquashAndStretchSpring, MoreMountains.Feedbacks.MMF_TextureOffset, MoreMountains.Feedbacks.MMF_TextureScale, MoreMountains.Feedbacks.MMF_TMPAlpha, MoreMountains.Feedbacks.MMF_TMPColor, MoreMountains.Feedbacks.MMF_TMPDilate, MoreMountains.Feedbacks.MMF_TMPOutlineColor, MoreMountains.Feedbacks.MMF_TMPSoftness, MoreMountains.Feedbacks.MMF_TMPTextReveal, MoreMountains.Feedbacks.MMF_TrailRenderer, MoreMountains.FeedbacksForThirdParty.MMF_UIToolkit, MoreMountains.FeedbacksForThirdParty.MMF_UIToolkitBoolBase, MoreMountains.FeedbacksForThirdParty.MMF_UIToolkitColorBase, MoreMountains.FeedbacksForThirdParty.MMF_UIToolkitFloatBase, MoreMountains.FeedbacksForThirdParty.MMF_UIToolkitText, and MoreMountains.FeedbacksForThirdParty.MMF_UIToolkitVector2Base.

◆ CustomPlayerComplete()

virtual void MoreMountains.Feedbacks.MMF_Feedback.CustomPlayerComplete ( )
protectedvirtual

This method describes what happens when the player this feedback belongs to completes playing.

Reimplemented in MoreMountains.Feedbacks.MMF_SetActive.

◆ CustomPlayFeedback()

void MoreMountains.Feedbacks.MMF_Feedback.CustomPlayFeedback ( Vector3 position,
float feedbacksIntensity = 1.0f )
abstractprotected

This method describes what happens when the feedback gets played.

Parameters
position
feedbacksIntensity

◆ CustomReset()

◆ CustomRestoreInitialValues()

virtual void MoreMountains.Feedbacks.MMF_Feedback.CustomRestoreInitialValues ( )
protectedvirtual

This method describes what happens when the feedback gets restored.

Reimplemented in MoreMountains.Feedbacks.MMF_AnimatorSpeed, MoreMountains.Feedbacks.MMF_AudioFilterDistortion, MoreMountains.Feedbacks.MMF_AudioFilterEcho, MoreMountains.Feedbacks.MMF_AudioFilterHighPass, MoreMountains.Feedbacks.MMF_AudioFilterLowPass, MoreMountains.Feedbacks.MMF_AudioFilterReverb, MoreMountains.Feedbacks.MMF_AudioSourcePitch, MoreMountains.Feedbacks.MMF_AudioSourceStereoPan, MoreMountains.Feedbacks.MMF_AudioSourceVolume, MoreMountains.Feedbacks.MMF_Blink, MoreMountains.Feedbacks.MMF_CameraClippingPlanes, MoreMountains.Feedbacks.MMF_CameraFieldOfView, MoreMountains.Feedbacks.MMF_CameraOrthographicSize, MoreMountains.Feedbacks.MMF_CameraZoom, MoreMountains.Feedbacks.MMF_CanvasGroupBlocksRaycasts, MoreMountains.Feedbacks.MMF_Collider, MoreMountains.Feedbacks.MMF_DestinationTransform, MoreMountains.Feedbacks.MMF_Destroy, MoreMountains.Feedbacks.MMF_Enable, MoreMountains.Feedbacks.MMF_FeedbackBase, MoreMountains.Feedbacks.MMF_Flicker, MoreMountains.Feedbacks.MMF_FloatController, MoreMountains.Feedbacks.MMF_Fog, MoreMountains.Feedbacks.MMF_Light, MoreMountains.Feedbacks.MMF_LineRenderer, MoreMountains.Feedbacks.MMF_LookAt, MoreMountains.Feedbacks.MMF_Material, MoreMountains.Feedbacks.MMF_MaterialSetProperty, MoreMountains.Feedbacks.MMF_PlayerChain, MoreMountains.Feedbacks.MMF_Position, MoreMountains.Feedbacks.MMF_PositionShake, MoreMountains.Feedbacks.MMF_PositionSpring, MoreMountains.Feedbacks.MMF_PPMovingFilter, MoreMountains.Feedbacks.MMF_Property, MoreMountains.Feedbacks.MMF_RadioSignal, MoreMountains.Feedbacks.MMF_RotatePositionAround, MoreMountains.Feedbacks.MMF_Rotation, MoreMountains.Feedbacks.MMF_RotationShake, MoreMountains.Feedbacks.MMF_RotationSpring, MoreMountains.Feedbacks.MMF_Scale, MoreMountains.Feedbacks.MMF_ScaleShake, MoreMountains.Feedbacks.MMF_ScaleSpring, MoreMountains.Feedbacks.MMF_SetActive, MoreMountains.Feedbacks.MMF_ShaderGlobal, MoreMountains.Feedbacks.MMF_Skybox, MoreMountains.Feedbacks.MMF_SpringColor, MoreMountains.Feedbacks.MMF_SpringFloat, MoreMountains.Feedbacks.MMF_SpringVector2, MoreMountains.Feedbacks.MMF_SpringVector3, MoreMountains.Feedbacks.MMF_SpringVector4, MoreMountains.Feedbacks.MMF_Sprite, MoreMountains.Feedbacks.MMF_SpriteRenderer, MoreMountains.Feedbacks.MMF_SpriteRendererAlpha, MoreMountains.Feedbacks.MMF_SpriteSheetAnimation, MoreMountains.Feedbacks.MMF_SquashAndStretch, MoreMountains.Feedbacks.MMF_SquashAndStretchSpring, MoreMountains.Feedbacks.MMF_TextureOffset, MoreMountains.Feedbacks.MMF_TextureScale, MoreMountains.Feedbacks.MMF_TimescaleModifier, MoreMountains.Feedbacks.MMF_TMPAlpha, MoreMountains.Feedbacks.MMF_TMPColor, MoreMountains.Feedbacks.MMF_TMPCountTo, MoreMountains.Feedbacks.MMF_TMPCountToLong, MoreMountains.Feedbacks.MMF_TMPDilate, MoreMountains.Feedbacks.MMF_TMPOutlineColor, MoreMountains.Feedbacks.MMF_TMPSoftness, MoreMountains.Feedbacks.MMF_TMPText, MoreMountains.Feedbacks.MMF_TMPTextReveal, MoreMountains.Feedbacks.MMF_TrailRenderer, MoreMountains.Feedbacks.MMF_Wiggle, MoreMountains.FeedbacksForThirdParty.MMF_Bloom, MoreMountains.FeedbacksForThirdParty.MMF_Bloom_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_Bloom_URP, MoreMountains.FeedbacksForThirdParty.MMF_ChannelMixer_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_ChannelMixer_URP, MoreMountains.FeedbacksForThirdParty.MMF_ChromaticAberration, MoreMountains.FeedbacksForThirdParty.MMF_ChromaticAberration_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_ChromaticAberration_URP, MoreMountains.FeedbacksForThirdParty.MMF_CinemachineImpulseSource, MoreMountains.FeedbacksForThirdParty.MMF_CinemachineTransition, MoreMountains.FeedbacksForThirdParty.MMF_ColorAdjustments_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_ColorAdjustments_URP, MoreMountains.FeedbacksForThirdParty.MMF_ColorGrading, MoreMountains.FeedbacksForThirdParty.MMF_DepthOfField, MoreMountains.FeedbacksForThirdParty.MMF_DepthOfField_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_DepthOfField_URP, MoreMountains.FeedbacksForThirdParty.MMF_Exposure_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_FilmGrain_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_FilmGrain_URP, MoreMountains.FeedbacksForThirdParty.MMF_GlobalPPVolumeAutoBlend, MoreMountains.FeedbacksForThirdParty.MMF_GlobalPPVolumeAutoBlend_URP, MoreMountains.FeedbacksForThirdParty.MMF_LensDistortion, MoreMountains.FeedbacksForThirdParty.MMF_LensDistortion_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_LensDistortion_URP, MoreMountains.FeedbacksForThirdParty.MMF_MotionBlur_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_MotionBlur_URP, MoreMountains.FeedbacksForThirdParty.MMF_PaniniProjection_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_PaniniProjection_URP, MoreMountains.FeedbacksForThirdParty.MMF_UIToolkitBoolBase, MoreMountains.FeedbacksForThirdParty.MMF_UIToolkitColorBase, MoreMountains.FeedbacksForThirdParty.MMF_UIToolkitFloatBase, MoreMountains.FeedbacksForThirdParty.MMF_UIToolkitText, MoreMountains.FeedbacksForThirdParty.MMF_UIToolkitVector2Base, MoreMountains.FeedbacksForThirdParty.MMF_Vignette, MoreMountains.FeedbacksForThirdParty.MMF_Vignette_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_Vignette_URP, MoreMountains.FeedbacksForThirdParty.MMF_WhiteBalance_HDRP, and MoreMountains.FeedbacksForThirdParty.MMF_WhiteBalance_URP.

◆ CustomSkipToTheEnd()

virtual void MoreMountains.Feedbacks.MMF_Feedback.CustomSkipToTheEnd ( Vector3 position,
float feedbacksIntensity = 1::0f )
protectedvirtual

◆ CustomStopFeedback()

virtual void MoreMountains.Feedbacks.MMF_Feedback.CustomStopFeedback ( Vector3 position,
float feedbacksIntensity = 1::0f )
protectedvirtual

This method describes what happens when the feedback gets stopped.

Parameters
position
feedbacksIntensity

Reimplemented in MoreMountains.Feedbacks.MMF_Animation, MoreMountains.Feedbacks.MMF_AnimatorPlayState, MoreMountains.Feedbacks.MMF_AnimatorSpeed, MoreMountains.Feedbacks.MMF_AudioFilterDistortion, MoreMountains.Feedbacks.MMF_AudioFilterEcho, MoreMountains.Feedbacks.MMF_AudioFilterHighPass, MoreMountains.Feedbacks.MMF_AudioFilterLowPass, MoreMountains.Feedbacks.MMF_AudioFilterReverb, MoreMountains.Feedbacks.MMF_AudioSourcePitch, MoreMountains.Feedbacks.MMF_AudioSourceStereoPan, MoreMountains.Feedbacks.MMF_AudioSourceVolume, MoreMountains.Feedbacks.MMF_CameraClippingPlanes, MoreMountains.Feedbacks.MMF_CameraFieldOfView, MoreMountains.Feedbacks.MMF_CameraOrthographicSize, MoreMountains.Feedbacks.MMF_CameraShake, MoreMountains.Feedbacks.MMF_CameraZoom, MoreMountains.Feedbacks.MMF_DestinationTransform, MoreMountains.Feedbacks.MMF_Enable, MoreMountains.Feedbacks.MMF_Events, MoreMountains.Feedbacks.MMF_FeedbackBase, MoreMountains.Feedbacks.MMF_Flicker, MoreMountains.Feedbacks.MMF_FloatController, MoreMountains.Feedbacks.MMF_Fog, MoreMountains.Feedbacks.MMF_HoldingPause, MoreMountains.Feedbacks.MMF_Light, MoreMountains.Feedbacks.MMF_LineRenderer, MoreMountains.Feedbacks.MMF_LookAt, MoreMountains.Feedbacks.MMF_Looper, MoreMountains.Feedbacks.MMF_Material, MoreMountains.Feedbacks.MMF_MaterialSetProperty, MoreMountains.Feedbacks.MMF_MMSoundManagerSound, MoreMountains.Feedbacks.MMF_MMSoundManagerSoundFade, MoreMountains.Feedbacks.MMF_MMSoundManagerTrackFade, MoreMountains.Feedbacks.MMF_Particles, MoreMountains.Feedbacks.MMF_ParticlesInstantiation, MoreMountains.Feedbacks.MMF_Pause, MoreMountains.Feedbacks.MMF_Position, MoreMountains.Feedbacks.MMF_PositionShake, MoreMountains.Feedbacks.MMF_PositionSpring, MoreMountains.Feedbacks.MMF_PPMovingFilter, MoreMountains.Feedbacks.MMF_Property, MoreMountains.Feedbacks.MMF_RadioSignal, MoreMountains.Feedbacks.MMF_RotatePositionAround, MoreMountains.Feedbacks.MMF_Rotation, MoreMountains.Feedbacks.MMF_RotationShake, MoreMountains.Feedbacks.MMF_RotationSpring, MoreMountains.Feedbacks.MMF_Scale, MoreMountains.Feedbacks.MMF_ScaleShake, MoreMountains.Feedbacks.MMF_ScaleSpring, MoreMountains.Feedbacks.MMF_SetActive, MoreMountains.Feedbacks.MMF_Sound, MoreMountains.Feedbacks.MMF_SpringColor, MoreMountains.Feedbacks.MMF_SpringFloat, MoreMountains.Feedbacks.MMF_SpringVector2, MoreMountains.Feedbacks.MMF_SpringVector3, MoreMountains.Feedbacks.MMF_SpringVector4, MoreMountains.Feedbacks.MMF_Sprite, MoreMountains.Feedbacks.MMF_SpriteRenderer, MoreMountains.Feedbacks.MMF_SpriteRendererAlpha, MoreMountains.Feedbacks.MMF_SpriteSheetAnimation, MoreMountains.Feedbacks.MMF_SquashAndStretch, MoreMountains.Feedbacks.MMF_SquashAndStretchSpring, MoreMountains.Feedbacks.MMF_TextureOffset, MoreMountains.Feedbacks.MMF_TextureScale, MoreMountains.Feedbacks.MMF_TimescaleModifier, MoreMountains.Feedbacks.MMF_TMPAlpha, MoreMountains.Feedbacks.MMF_TMPColor, MoreMountains.Feedbacks.MMF_TMPCountTo, MoreMountains.Feedbacks.MMF_TMPCountToLong, MoreMountains.Feedbacks.MMF_TMPDilate, MoreMountains.Feedbacks.MMF_TMPOutlineColor, MoreMountains.Feedbacks.MMF_TMPSoftness, MoreMountains.Feedbacks.MMF_TrailRenderer, MoreMountains.Feedbacks.MMF_Wiggle, MoreMountains.FeedbacksForThirdParty.MMF_Bloom, MoreMountains.FeedbacksForThirdParty.MMF_Bloom_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_Bloom_URP, MoreMountains.FeedbacksForThirdParty.MMF_ChannelMixer_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_ChannelMixer_URP, MoreMountains.FeedbacksForThirdParty.MMF_ChromaticAberration, MoreMountains.FeedbacksForThirdParty.MMF_ChromaticAberration_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_ChromaticAberration_URP, MoreMountains.FeedbacksForThirdParty.MMF_CinemachineImpulse, MoreMountains.FeedbacksForThirdParty.MMF_CinemachineImpulseSource, MoreMountains.FeedbacksForThirdParty.MMF_ColorAdjustments_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_ColorAdjustments_URP, MoreMountains.FeedbacksForThirdParty.MMF_ColorGrading, MoreMountains.FeedbacksForThirdParty.MMF_DepthOfField, MoreMountains.FeedbacksForThirdParty.MMF_DepthOfField_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_DepthOfField_URP, MoreMountains.FeedbacksForThirdParty.MMF_Exposure_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_FilmGrain_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_FilmGrain_URP, MoreMountains.FeedbacksForThirdParty.MMF_GlobalPPVolumeAutoBlend, MoreMountains.FeedbacksForThirdParty.MMF_GlobalPPVolumeAutoBlend_URP, MoreMountains.FeedbacksForThirdParty.MMF_LensDistortion, MoreMountains.FeedbacksForThirdParty.MMF_LensDistortion_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_LensDistortion_URP, MoreMountains.FeedbacksForThirdParty.MMF_MotionBlur_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_MotionBlur_URP, MoreMountains.FeedbacksForThirdParty.MMF_PaniniProjection_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_PaniniProjection_URP, MoreMountains.FeedbacksForThirdParty.MMF_UIToolkitBoolBase, MoreMountains.FeedbacksForThirdParty.MMF_UIToolkitColorBase, MoreMountains.FeedbacksForThirdParty.MMF_UIToolkitFloatBase, MoreMountains.FeedbacksForThirdParty.MMF_UIToolkitVector2Base, MoreMountains.FeedbacksForThirdParty.MMF_Vignette, MoreMountains.FeedbacksForThirdParty.MMF_Vignette_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_Vignette_URP, MoreMountains.FeedbacksForThirdParty.MMF_WhiteBalance_HDRP, and MoreMountains.FeedbacksForThirdParty.MMF_WhiteBalance_URP.

◆ EvaluateRequiresSetup()

virtual bool MoreMountains.Feedbacks.MMF_Feedback.EvaluateRequiresSetup ( )
virtual

Override this method to determine if a feedback requires setup.

Returns

◆ FindAutomatedTarget< T >()

virtual T MoreMountains.Feedbacks.MMF_Feedback.FindAutomatedTarget< T > ( )
protectedvirtual
Template Parameters
T
Returns

◆ FindAutomatedTargetGameObject()

virtual GameObject MoreMountains.Feedbacks.MMF_Feedback.FindAutomatedTargetGameObject ( )
protectedvirtual
Returns

◆ ForceAutomateTargetAcquisition()

virtual void MoreMountains.Feedbacks.MMF_Feedback.ForceAutomateTargetAcquisition ( )
virtual

Lets you force target acquisition, outside of initialization where it usually occurs.

◆ ForceInitialValue()

virtual void MoreMountains.Feedbacks.MMF_Feedback.ForceInitialValue ( Vector3 position,
float feedbacksIntensity = 1::0f )
virtual

Forces the feedback to set its initial value (behavior will change from feedback to feedback, but for example, a Position feedback that moves a Transform from point A to B would automatically move the Transform to point A when ForceInitialState is called.

◆ ForceInitialValueDelayedCo()

virtual IEnumerator MoreMountains.Feedbacks.MMF_Feedback.ForceInitialValueDelayedCo ( Vector3 position,
float feedbacksIntensity = 1::0f )
protectedvirtual

A coroutine used to delay the Stop when forcing initial values (used mostly with shaker based feedbacks)

Parameters
position
feedbacksIntensity
Returns

◆ GetLabel()

virtual string MoreMountains.Feedbacks.MMF_Feedback.GetLabel ( )
virtual

you can override this when creating a custom feedback to have it behave differently and display a different label

◆ InfinitePlay()

virtual IEnumerator MoreMountains.Feedbacks.MMF_Feedback.InfinitePlay ( Vector3 position,
float feedbacksIntensity = 1::0f )
protectedvirtual

Internal coroutine used for repeated play without end.

Parameters
position
feedbacksIntensity
Returns

◆ Initialization()

virtual void MoreMountains.Feedbacks.MMF_Feedback.Initialization ( MMF_Player owner,
int index )
virtual

Typically runs on Start, Initializes the feedback and its timing related variables.

Parameters
owner

◆ InitializeCustomAttributes()

virtual void MoreMountains.Feedbacks.MMF_Feedback.InitializeCustomAttributes ( )
virtual

Use this method to initialize any custom attributes you may have.

Reimplemented in MoreMountains.Feedbacks.MMF_Blink, MoreMountains.Feedbacks.MMF_MMSoundManagerSound, and MoreMountains.Feedbacks.MMF_Sound.

◆ OnAddFeedback()

virtual void MoreMountains.Feedbacks.MMF_Feedback.OnAddFeedback ( )
virtual

Triggered when the feedback gets added to the player.

Reimplemented in MoreMountains.Feedbacks.MMF_CanvasGroup, and MoreMountains.FeedbacksForThirdParty.MMF_CinemachineImpulse.

◆ OnDestroy()

virtual void MoreMountains.Feedbacks.MMF_Feedback.OnDestroy ( )
virtual

Triggered when that feedback gets destroyed.

◆ OnDisable()

◆ OnDrawGizmosSelectedHandler()

virtual void MoreMountains.Feedbacks.MMF_Feedback.OnDrawGizmosSelectedHandler ( )
virtual

Triggered when the host MMF Player gets selected, can be used to draw gizmos.

Reimplemented in MoreMountains.Feedbacks.MMF_MMSoundManagerSound, and MoreMountains.FeedbacksForThirdParty.MMF_CinemachineImpulse.

◆ OnValidate()

◆ Play()

virtual void MoreMountains.Feedbacks.MMF_Feedback.Play ( Vector3 position,
float feedbacksIntensity = 1::0f )
virtual

Plays the feedback.

Parameters
position
feedbacksIntensity

◆ PlayCoroutine()

virtual IEnumerator MoreMountains.Feedbacks.MMF_Feedback.PlayCoroutine ( Vector3 position,
float feedbacksIntensity = 1::0f )
protectedvirtual

An internal coroutine delaying the initial play of the feedback.

Parameters
position
feedbacksIntensity
Returns

◆ PlayerComplete()

virtual void MoreMountains.Feedbacks.MMF_Feedback.PlayerComplete ( )
virtual

This gets called by the MMF Player when all feedbacks have completed playing.

◆ PreInitialization()

virtual void MoreMountains.Feedbacks.MMF_Feedback.PreInitialization ( MMF_Player owner,
int index )
virtual

Runs at Awake, lets you preinitialize your custom feedback before Initialization.

Parameters
owner
index

◆ RegularPlay()

virtual void MoreMountains.Feedbacks.MMF_Feedback.RegularPlay ( Vector3 position,
float feedbacksIntensity = 1::0f )
protectedvirtual

Triggers delaying coroutines if needed.

Parameters
position
feedbacksIntensity

◆ RepeatedPlay()

virtual IEnumerator MoreMountains.Feedbacks.MMF_Feedback.RepeatedPlay ( Vector3 position,
float feedbacksIntensity = 1::0f )
protectedvirtual

Internal coroutine used for repeated play.

Parameters
position
feedbacksIntensity
Returns

◆ ResetCooldown()

virtual void MoreMountains.Feedbacks.MMF_Feedback.ResetCooldown ( )
virtual

Resets the cooldown for this feedback, allowing it to be played again instantly.

◆ ResetFeedback()

virtual void MoreMountains.Feedbacks.MMF_Feedback.ResetFeedback ( )
virtual

Calls this feedback's custom reset.

◆ ResetPlayCount()

virtual void MoreMountains.Feedbacks.MMF_Feedback.ResetPlayCount ( )
virtual

Resets the play count of this feedback.

◆ RestoreInitialValues()

virtual void MoreMountains.Feedbacks.MMF_Feedback.RestoreInitialValues ( )
virtual

Called when restoring the initial state of a player, calls custom Restore on all feedbacks.

Parameters
position
feedbacksIntensity

◆ SequenceCoroutine()

virtual IEnumerator MoreMountains.Feedbacks.MMF_Feedback.SequenceCoroutine ( Vector3 position,
float feedbacksIntensity = 1::0f )
protectedvirtual

A coroutine used to play this feedback on a sequence.

Parameters
position
feedbacksIntensity
Returns

◆ SetDelayBetweenRepeats()

virtual void MoreMountains.Feedbacks.MMF_Feedback.SetDelayBetweenRepeats ( float delay)
virtual

Use this method to specify a new delay between repeats at runtime.

Parameters
delay

◆ SetFeedbackDuration()

virtual void MoreMountains.Feedbacks.MMF_Feedback.SetFeedbackDuration ( float newDuration)
virtual

Use this method to change the duration of this feedback.

Parameters
newDuration

◆ SetIndexInFeedbacksList()

virtual void MoreMountains.Feedbacks.MMF_Feedback.SetIndexInFeedbacksList ( int index)
virtual

Lets you specify at what index this feedback is in the list - use carefully (or don't use at all)

Parameters
index

◆ SetInitialDelay()

virtual void MoreMountains.Feedbacks.MMF_Feedback.SetInitialDelay ( float delay)
virtual

Use this method to specify a new initial delay at runtime.

Parameters
delay

◆ SetSequence()

virtual void MoreMountains.Feedbacks.MMF_Feedback.SetSequence ( MMSequence newSequence)
virtual

Use this method to change this feedback's sequence at runtime.

Parameters
newSequence

◆ SkipToTheEnd()

virtual void MoreMountains.Feedbacks.MMF_Feedback.SkipToTheEnd ( Vector3 position,
float feedbacksIntensity = 1::0f )
virtual

Called when skipping to the end of MMF_Player, calls custom Skip on all feedbacks.

Parameters
position
feedbacksIntensity

◆ Stop()

virtual void MoreMountains.Feedbacks.MMF_Feedback.Stop ( Vector3 position,
float feedbacksIntensity = 1::0f )
virtual

Stops all feedbacks from playing. Will stop repeating feedbacks, and call custom stop implementations.

Parameters
position
feedbacksIntensity

Reimplemented in MoreMountains.Feedbacks.MMF_AudioSource.

◆ TriggerCustomPlay()

virtual void MoreMountains.Feedbacks.MMF_Feedback.TriggerCustomPlay ( Vector3 position,
float intensity )
protectedvirtual

Triggers a custom play.

Parameters
position
intensity

◆ TriggerRepeatedPlay()

virtual IEnumerator MoreMountains.Feedbacks.MMF_Feedback.TriggerRepeatedPlay ( Vector3 position,
float feedbacksIntensity = 1::0f )
protectedvirtual

◆ WaitFor()

virtual IEnumerator MoreMountains.Feedbacks.MMF_Feedback.WaitFor ( float delay)
protectedvirtual

Internal method used to wait for a duration, on scaled or unscaled time.

Parameters
delay
Returns

Member Data Documentation

◆ _automaticSetupGroupName

const string MoreMountains.Feedbacks.MMF_Feedback._automaticSetupGroupName = "Automatic Setup"
static

◆ _beatInterval

float MoreMountains.Feedbacks.MMF_Feedback._beatInterval
protected

◆ _channelData

MMChannelData MoreMountains.Feedbacks.MMF_Feedback._channelData
protected

◆ _indexInOwnerFeedbackList

int MoreMountains.Feedbacks.MMF_Feedback._indexInOwnerFeedbackList = 0
protected

◆ _infinitePlayCoroutine

Coroutine MoreMountains.Feedbacks.MMF_Feedback._infinitePlayCoroutine
protected

◆ _initialized

bool MoreMountains.Feedbacks.MMF_Feedback._initialized = false
protected

◆ _lastPlayTimestamp

float MoreMountains.Feedbacks.MMF_Feedback._lastPlayTimestamp = -float.MaxValue
protected

◆ _playCoroutine

Coroutine MoreMountains.Feedbacks.MMF_Feedback._playCoroutine
protected

◆ _playsLeft

int MoreMountains.Feedbacks.MMF_Feedback._playsLeft
protected

◆ _randomDurationMultiplier

float MoreMountains.Feedbacks.MMF_Feedback._randomDurationMultiplier = 1f
protected

◆ _randomnessGroupName

const string MoreMountains.Feedbacks.MMF_Feedback._randomnessGroupName = "Feedback Randomness"
static

◆ _rangeGroupName

const string MoreMountains.Feedbacks.MMF_Feedback._rangeGroupName = "Feedback Range"
static

◆ _repeatedPlayCoroutine

Coroutine MoreMountains.Feedbacks.MMF_Feedback._repeatedPlayCoroutine
protected

◆ _repeatOffset

float MoreMountains.Feedbacks.MMF_Feedback._repeatOffset = 0f
protected

◆ _requiredTarget

string MoreMountains.Feedbacks.MMF_Feedback._requiredTarget = ""
protected

◆ _requiredTargetTextCached

string MoreMountains.Feedbacks.MMF_Feedback._requiredTargetTextCached = "."
protected

◆ _requiredTargetTextCachedExtra

string MoreMountains.Feedbacks.MMF_Feedback._requiredTargetTextCachedExtra = ""
protected

◆ _requiresSetup

bool MoreMountains.Feedbacks.MMF_Feedback._requiresSetup = false
protected

◆ _sequenceCoroutine

Coroutine MoreMountains.Feedbacks.MMF_Feedback._sequenceCoroutine
protected

◆ _sequenceTrackID

int MoreMountains.Feedbacks.MMF_Feedback._sequenceTrackID = 0
protected

◆ _totalDuration

float MoreMountains.Feedbacks.MMF_Feedback._totalDuration = 0f
protected

◆ Active

bool MoreMountains.Feedbacks.MMF_Feedback.Active = true

whether or not this feedback is active

◆ AutomatedTargetAcquisition

MMFeedbackTargetAcquisition MoreMountains.Feedbacks.MMF_Feedback.AutomatedTargetAcquisition

a set of settings letting you define automated target acquisition for this feedback, to (for example) automatically grab the target on this game object, or a parent, a child, or on a reference holder

◆ AutomaticShakerSetupButton

MMF_Button MoreMountains.Feedbacks.MMF_Feedback.AutomaticShakerSetupButton

a button used to attempt an auto shaker setup for this feedback, adding whatever shaker it requires to function to the scene

◆ BeatThisFrame

bool MoreMountains.Feedbacks.MMF_Feedback.BeatThisFrame = false
protected

◆ Chance

float MoreMountains.Feedbacks.MMF_Feedback.Chance = 100f

the chance of this feedback happening (in percent : 100 : happens all the time, 0 : never happens, 50 : happens once every two calls, etc)

◆ Channel

int MoreMountains.Feedbacks.MMF_Feedback.Channel = 0

the ID of the channel on which this feedback will communicate

◆ ChannelMode

MMChannelModes MoreMountains.Feedbacks.MMF_Feedback.ChannelMode = MMChannelModes.Int

whether to broadcast this feedback's message using an int or a scriptable object. Ints are simple to setup but can get messy and make it harder to remember what int corresponds to what. MMChannel scriptable objects require you to create them in advance, but come with a readable name and are more scalable

◆ CurrentSequenceIndex

int MoreMountains.Feedbacks.MMF_Feedback.CurrentSequenceIndex = 0
protected

◆ DebugActive

bool MoreMountains.Feedbacks.MMF_Feedback.DebugActive = false

whether or not this feedback is in debug mode

◆ Label

string MoreMountains.Feedbacks.MMF_Feedback.Label = "MMFeedback"

the name of this feedback to display in the inspector

◆ LastBeatIndex

int MoreMountains.Feedbacks.MMF_Feedback.LastBeatIndex = 0
protected

◆ LastBeatTimestamp

float MoreMountains.Feedbacks.MMF_Feedback.LastBeatTimestamp = 0f
protected

◆ MMChannelDefinition

MMChannel MoreMountains.Feedbacks.MMF_Feedback.MMChannelDefinition = null

the MMChannel definition asset to use to broadcast this feedback. The shaker will have to reference that same MMChannel definition to receive events - to create a MMChannel, right click anywhere in your project (usually in a Data folder) and go MoreMountains > MMChannel, then name it with some unique name

◆ OriginalLabel

string MoreMountains.Feedbacks.MMF_Feedback.OriginalLabel = ""

the original label of this feedback, used to display next to the custom label in case we set one

◆ Owner

MMF_Player MoreMountains.Feedbacks.MMF_Feedback.Owner

the Owner of the feedback, as defined when calling the Initialization method

◆ RandomDurationMultiplier

Vector2 MoreMountains.Feedbacks.MMF_Feedback.RandomDurationMultiplier = new Vector2(0.5f, 2f)

a random value (randomized between its x and y) by which to multiply the duration of this feedback, if RandomizeDuration is true

◆ RandomizeDuration

bool MoreMountains.Feedbacks.MMF_Feedback.RandomizeDuration = false

if this is true, this feedback's duration will be multiplied by a random value on play, picked between RandomDurationMultiplier.x and RandomDurationMultiplier.y

◆ RandomizeOutput

bool MoreMountains.Feedbacks.MMF_Feedback.RandomizeOutput = false

if this is true, intensity will be multiplied by a random value on play, picked between RandomMultiplier.x and RandomMultiplier.y

◆ RandomMultiplier

Vector2 MoreMountains.Feedbacks.MMF_Feedback.RandomMultiplier = new Vector2(0.8f, 1f)

a random value (randomized between its x and y) by which to multiply the output of this feedback, if RandomizeOutput is true

◆ RangeDistance

float MoreMountains.Feedbacks.MMF_Feedback.RangeDistance = 5f

when in UseRange mode, only shakers within that distance will respond to this feedback

◆ RangeFalloff

AnimationCurve MoreMountains.Feedbacks.MMF_Feedback.RangeFalloff = new AnimationCurve(new Keyframe(0f, 1f), new Keyframe(1f, 0f))

the animation curve to use to define falloff (on the x 0 represents the range center, 1 represents the max distance to it)

◆ RemapRangeFalloff

Vector2 MoreMountains.Feedbacks.MMF_Feedback.RemapRangeFalloff = new Vector2(0f, 1f)

the values to remap the falloff curve's y axis' 0 and 1

◆ Timing

MMFeedbackTiming MoreMountains.Feedbacks.MMF_Feedback.Timing

a number of timing-related values (delay, repeat, etc)

◆ UniqueID

int MoreMountains.Feedbacks.MMF_Feedback.UniqueID

◆ UseRange

bool MoreMountains.Feedbacks.MMF_Feedback.UseRange = false

if this is true, only shakers within the specified range will respond to this feedback

◆ UseRangeFalloff

bool MoreMountains.Feedbacks.MMF_Feedback.UseRangeFalloff = false

when in UseRange mode, whether or not to modify the shake intensity based on the RangeFallOff curve

Property Documentation

◆ CanForceInitialValue

virtual bool MoreMountains.Feedbacks.MMF_Feedback.CanForceInitialValue
get

if this is true, this feedback implements ForceInitialState, otherwise calling that method will have no effect

◆ ChannelData

virtual MMChannelData MoreMountains.Feedbacks.MMF_Feedback.ChannelData
get

a ChannelData object, ready to pass to an event

◆ ComputedRandomMultiplier

virtual float MoreMountains.Feedbacks.MMF_Feedback.ComputedRandomMultiplier
get

Returns the random multiplier to apply to this feedback's output.

◆ ComputedTimescaleMode

virtual TimescaleModes MoreMountains.Feedbacks.MMF_Feedback.ComputedTimescaleMode
get

Returns the timescale mode to use in logic, taking into account the one set at the feedback level and the player level.

◆ DisplayColor

virtual Color MoreMountains.Feedbacks.MMF_Feedback.DisplayColor
get

use this color to customize the background color of the feedback in the MMF_Player's list

◆ DisplayFullHeaderColor

virtual bool MoreMountains.Feedbacks.MMF_Feedback.DisplayFullHeaderColor
get

if this is true, the feedback will be displayed in the MMF Player's list with a full color background, as opposed to just a small line on the left

◆ DrawGroupInspectors

virtual bool MoreMountains.Feedbacks.MMF_Feedback.DrawGroupInspectors
get

if this is true, group inspectors will be displayed within this feedback

◆ FeedbackDeltaTime

virtual float MoreMountains.Feedbacks.MMF_Feedback.FeedbackDeltaTime
get

the delta time (or unscaled delta time) based on the selected Timing settings

◆ FeedbackDuration

virtual float MoreMountains.Feedbacks.MMF_Feedback.FeedbackDuration
getset

◆ FeedbackPlaying

virtual bool MoreMountains.Feedbacks.MMF_Feedback.FeedbackPlaying
get

whether or not this feedback is playing right now

◆ FeedbackStartedAt

virtual float MoreMountains.Feedbacks.MMF_Feedback.FeedbackStartedAt
get

◆ FeedbackTime

virtual float MoreMountains.Feedbacks.MMF_Feedback.FeedbackTime
get

the time (or unscaled time) based on the selected Timing settings

◆ FinalNormalizedTime

virtual float MoreMountains.Feedbacks.MMF_Feedback.FinalNormalizedTime
getprotected

Returns the t value at which to evaluate a curve at the end of this feedback's play time.

◆ ForcedReferenceHolder

virtual MMF_ReferenceHolder MoreMountains.Feedbacks.MMF_Feedback.ForcedReferenceHolder
getset

when in forced reference mode, this will contain the forced reference holder that will be used (usually set by itself)

◆ ForceInitialValueDelayed

virtual bool MoreMountains.Feedbacks.MMF_Feedback.ForceInitialValueDelayed
get

if this is true, force initial value will happen over two frames

◆ HasAutomatedTargetAcquisition

virtual bool MoreMountains.Feedbacks.MMF_Feedback.HasAutomatedTargetAcquisition
get

whether or not this feedback can automatically grab the target on this game object, or a parent, a child, or on a reference holder

◆ HasAutomaticShakerSetup

virtual bool MoreMountains.Feedbacks.MMF_Feedback.HasAutomaticShakerSetup
get

if this is true, this feedback will display an automatic shaker setup button

◆ HasChannel

virtual bool MoreMountains.Feedbacks.MMF_Feedback.HasChannel
get

if this is true, the Channel property will be displayed, otherwise it'll be hidden

◆ HasCustomInspectors

virtual bool MoreMountains.Feedbacks.MMF_Feedback.HasCustomInspectors
get

◆ HasRandomness

virtual bool MoreMountains.Feedbacks.MMF_Feedback.HasRandomness
get

if this is true, the Randomness group will be displayed, otherwise it'll be hidden

◆ HasRange

virtual bool MoreMountains.Feedbacks.MMF_Feedback.HasRange
get

if this is true, the Range group will be displayed, otherwise it'll be hidden

◆ HoldingPause

virtual bool MoreMountains.Feedbacks.MMF_Feedback.HoldingPause
get

if this is true, this feedback will wait until all previous feedbacks have run

◆ InCooldown

virtual bool MoreMountains.Feedbacks.MMF_Feedback.InCooldown
get

returns true if this feedback is in cooldown at this time (and thus can't play), false otherwise

an overridable color for your feedback, that can be redefined per feedback. White is the only reserved color, and the feedback will revert to normal (light or dark skin) when left to White

◆ InInitialDelay

virtual bool MoreMountains.Feedbacks.MMF_Feedback.InInitialDelay
getset

◆ InScaledTimescaleMode

virtual bool MoreMountains.Feedbacks.MMF_Feedback.InScaledTimescaleMode
get

returns true if this feedback is in Scaled timescale mode, false otherwise

◆ IsExpanded

virtual bool MoreMountains.Feedbacks.MMF_Feedback.IsExpanded
getset

◆ IsPlaying

virtual bool MoreMountains.Feedbacks.MMF_Feedback.IsPlaying
getset

if this is true, this feedback is currently playing

◆ LooperPause

virtual bool MoreMountains.Feedbacks.MMF_Feedback.LooperPause
get

if this is true, this feedback will wait until all previous feedbacks have run, then run all previous feedbacks again

◆ LooperStart

virtual bool MoreMountains.Feedbacks.MMF_Feedback.LooperStart
get

if this is true, this feedback will wait until all previous feedbacks have run, then run all previous feedbacks again

◆ NormalPlayDirection

virtual bool MoreMountains.Feedbacks.MMF_Feedback.NormalPlayDirection
get

Returns true if this feedback should play normally, or false if it should play in rewind.

◆ Pause

virtual IEnumerator MoreMountains.Feedbacks.MMF_Feedback.Pause
get

set this to true if your feedback should pause the execution of the feedback sequence

◆ PlaysLeft

virtual int MoreMountains.Feedbacks.MMF_Feedback.PlaysLeft
get

the total amount of plays this feedback has left

◆ RequiredChannelText

virtual string MoreMountains.Feedbacks.MMF_Feedback.RequiredChannelText
get

◆ RequiredTarget

virtual string MoreMountains.Feedbacks.MMF_Feedback.RequiredTarget
get

◆ RequiredTargetText

virtual string MoreMountains.Feedbacks.MMF_Feedback.RequiredTargetText
get

the text used to describe the required target

◆ RequiredTargetTextExtra

virtual string MoreMountains.Feedbacks.MMF_Feedback.RequiredTargetTextExtra
get

the text used to describe the required target, if more info is needed

◆ RequiresSetup

virtual bool MoreMountains.Feedbacks.MMF_Feedback.RequiresSetup
get

A flag used to determine if a feedback has all it needs, or if it requires some extra setup. This flag will be used to display a warning icon in the inspector if the feedback is not ready to be played.

◆ RequiresSetupText

virtual string MoreMountains.Feedbacks.MMF_Feedback.RequiresSetupText
get

defines the setup text that will be displayed on the feedback, should setup be required

◆ ScriptDrivenPause

virtual bool MoreMountains.Feedbacks.MMF_Feedback.ScriptDrivenPause
getset

if this is true, this feedback will pause and wait until ResumeFeedbacks() is called on its parent MMF_Player to resume execution

◆ ScriptDrivenPauseAutoResume

virtual float MoreMountains.Feedbacks.MMF_Feedback.ScriptDrivenPauseAutoResume
getset

if this is a positive value, the feedback will auto resume after that duration if it hasn't been resumed via script already

◆ ShouldPlayInThisSequenceDirection

virtual bool MoreMountains.Feedbacks.MMF_Feedback.ShouldPlayInThisSequenceDirection
get

Returns true if this feedback should play in the current parent MMFeedbacks direction, according to its MMFeedbacksDirectionCondition setting.

◆ TotalDuration

virtual float MoreMountains.Feedbacks.MMF_Feedback.TotalDuration
get

The total duration of this feedback : total = initial delay + duration * (number of repeats + delay between repeats)


The documentation for this class was generated from the following file:
  • H:/Code/MoreMountains/feel/Assets/Feel/MMFeedbacks/MMFeedbacks/Core/MMF_Player/MMF_Feedback.cs