Feel  5.1
The best way to improve your game's feel and make it extra juicy
MoreMountains.Feedbacks.MMF_Feedback Class Referenceabstract
Inheritance diagram for MoreMountains.Feedbacks.MMF_Feedback:
MoreMountains.Feedbacks.MMF_Animation MoreMountains.Feedbacks.MMF_AnimationCrossfade 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_Collider2D MoreMountains.Feedbacks.MMF_DebugComment MoreMountains.Feedbacks.MMF_DebugLBreak 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_Material MoreMountains.Feedbacks.MMF_MaterialSetProperty 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_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_PPMovingFilter MoreMountains.Feedbacks.MMF_Property MoreMountains.Feedbacks.MMF_RadioSignal MoreMountains.Feedbacks.MMF_ReferenceHolder MoreMountains.Feedbacks.MMF_Rigidbody MoreMountains.Feedbacks.MMF_Rigidbody2D 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_SpriteRenderer 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_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 float ComputeIntensity (float intensity, Vector3 position)
 Computes the new intensity, taking into account constant intensity and potential randomness More...
 
virtual void CacheRequiresSetup ()
 
virtual bool EvaluateRequiresSetup ()
 Override this method to determine if a feedback requires setup More...
 
virtual void SetFeedbackDuration (float newDuration)
 Use this method to change the duration of this feedback More...
 
virtual void PreInitialization (MMF_Player owner, int index)
 Runs at Awake, lets you preinitialize your custom feedback before Initialization More...
 
virtual void Initialization (MMF_Player owner, int index)
 Typically runs on Start, Initializes the feedback and its timing related variables More...
 
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) More...
 
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 More...
 
virtual void ForceAutomateTargetAcquisition ()
 Lets you force target acquisition, outside of initialization where it usually occurs More...
 
virtual void Play (Vector3 position, float feedbacksIntensity=1.0f)
 Plays the feedback More...
 
virtual void SetSequence (MMSequence newSequence)
 Use this method to change this feedback's sequence at runtime More...
 
virtual void Stop (Vector3 position, float feedbacksIntensity=1.0f)
 Stops all feedbacks from playing. Will stop repeating feedbacks, and call custom stop implementations More...
 
virtual void SkipToTheEnd (Vector3 position, float feedbacksIntensity=1.0f)
 Called when skipping to the end of MMF_Player, calls custom Skip on all feedbacks More...
 
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 More...
 
virtual void RestoreInitialValues ()
 Called when restoring the initial state of a player, calls custom Restore on all feedbacks More...
 
virtual void ResetFeedback ()
 Calls this feedback's custom reset More...
 
virtual void ResetCooldown ()
 Resets the cooldown for this feedback, allowing it to be played again instantly More...
 
virtual void PlayerComplete ()
 This gets called by the MMF Player when all feedbacks have completed playing More...
 
virtual void SetDelayBetweenRepeats (float delay)
 Use this method to specify a new delay between repeats at runtime More...
 
virtual void SetInitialDelay (float delay)
 Use this method to specify a new initial delay at runtime More...
 
virtual void ComputeNewRandomDurationMultiplier ()
 Computes a new random duration multiplier More...
 
virtual void ResetPlayCount ()
 Resets the play count of this feedback More...
 
virtual void ComputeTotalDuration ()
 Computes the total duration of this feedback More...
 
virtual void InitializeCustomAttributes ()
 Use this method to initialize any custom attributes you may have More...
 
virtual void OnValidate ()
 Triggered when a change happens in the inspector More...
 
virtual void OnAddFeedback ()
 Triggered when the feedback gets added to the player More...
 
virtual void OnDestroy ()
 Triggered when that feedback gets destroyed More...
 
virtual void OnDisable ()
 Triggered when the host MMF Player gets disabled More...
 
virtual void OnDrawGizmosSelectedHandler ()
 Triggered when the host MMF Player gets selected, can be used to draw gizmos More...
 

Public Attributes

bool Active = true
 whether or not this feedback is active More...
 
int UniqueID
 
string Label = "MMFeedback"
 the name of this feedback to display in the inspector More...
 
string OriginalLabel = ""
 the original label of this feedback, used to display next to the custom label in case we set one More...
 
MMChannelModes ChannelMode = MMChannelModes.Int
 
int Channel = 0
 the ID of the channel on which this feedback will communicate More...
 
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) More...
 
virtual Color DisplayColor => Color.black
 use this color to customize the background color of the feedback in the MMF_Player's list More...
 
MMFeedbackTiming Timing
 a number of timing-related values (delay, repeat, etc) More...
 
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 More...
 
bool RandomizeOutput = false
 if this is true, intensity will be multiplied by a random value on play, picked between RandomMultiplier.x and RandomMultiplier.y More...
 
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 More...
 
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 More...
 
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 More...
 
bool UseRange = false
 if this is true, only shakers within the specified range will respond to this feedback More...
 
float RangeDistance = 5f
 when in UseRange mode, only shakers within that distance will respond to this feedback More...
 
bool UseRangeFalloff = false
 when in UseRange mode, whether or not to modify the shake intensity based on the RangeFallOff curve
More...
 
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) More...
 
Vector2 RemapRangeFalloff = new Vector2(0f, 1f)
 the values to remap the falloff curve's y axis' 0 and 1 More...
 
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 More...
 
MMF_Player Owner
 the Owner of the feedback, as defined when calling the Initialization method More...
 
bool DebugActive = false
 whether or not this feedback is in debug mode More...
 
virtual IEnumerator Pause => null
 set this to true if your feedback should pause the execution of the feedback sequence More...
 
virtual bool HoldingPause => false
 if this is true, this feedback will wait until all previous feedbacks have run More...
 
virtual bool LooperPause => false
 if this is true, this feedback will wait until all previous feedbacks have run, then run all previous feedbacks again More...
 
virtual bool LooperStart => false
 if this is true, this feedback will wait until all previous feedbacks have run, then run all previous feedbacks again More...
 
virtual bool HasChannel => false
 if this is true, the Channel property will be displayed, otherwise it'll be hidden
More...
 
virtual bool HasAutomaticShakerSetup => false
 if this is true, this feedback will display an automatic shaker setup button
More...
 
virtual bool HasRandomness => false
 if this is true, the Randomness group will be displayed, otherwise it'll be hidden
More...
 
virtual bool CanForceInitialValue => false
 if this is true, this feedback implements ForceInitialState, otherwise calling that method will have no effect More...
 
virtual bool ForceInitialValueDelayed => false
 if this is true, force initial value will happen over two frames More...
 
virtual bool HasAutomatedTargetAcquisition => false
 whether or not this feedback can automatically grab the target on this game object, or a parent, a child, or on a reference holder More...
 
virtual bool HasRange => false
 if this is true, the Range group will be displayed, otherwise it'll be hidden
More...
 
virtual int PlaysLeft => _playsLeft
 the total amount of plays this feedback has left More...
 
virtual bool HasCustomInspectors => false
 
virtual bool InCooldown
 returns true if this feedback is in cooldown at this time (and thus can't play), false otherwise More...
 
virtual float ComputedRandomMultiplier
 Returns the random multiplier to apply to this feedback's output More...
 
virtual bool RequiresSetup => _requiresSetup
 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. More...
 
virtual string RequiredTarget => _requiredTarget
 
virtual bool DrawGroupInspectors => true
 if this is true, group inspectors will be displayed within this feedback More...
 
virtual bool DisplayFullHeaderColor => false
 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 More...
 
virtual string RequiresSetupText => "This feedback requires some additional setup."
 defines the setup text that will be displayed on the feedback, should setup be required More...
 
virtual string RequiredTargetText => ""
 the text used to describe the required target More...
 
virtual string RequiredTargetTextExtra => ""
 the text used to describe the required target, if more info is needed More...
 
virtual float FeedbackStartedAt => Application.isPlaying ? _lastPlayTimestamp : -1f
 
virtual bool FeedbackPlaying
 whether or not this feedback is playing right now More...
 
virtual MMChannelData ChannelData => _channelData.Set(ChannelMode, Channel, MMChannelDefinition)
 a ChannelData object, ready to pass to an event More...
 

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 More...
 
virtual void AutomateTargetAcquisition ()
 A method meant to be implemented per feedback letting you specify what happens (usually setting a target) More...
 
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 More...
 
virtual void RegularPlay (Vector3 position, float feedbacksIntensity=1.0f)
 Triggers delaying coroutines if needed More...
 
virtual void TriggerCustomPlay (Vector3 position, float intensity)
 Triggers a custom play More...
 
virtual IEnumerator InfinitePlay (Vector3 position, float feedbacksIntensity=1.0f)
 Internal coroutine used for repeated play without end More...
 
virtual IEnumerator RepeatedPlay (Vector3 position, float feedbacksIntensity=1.0f)
 Internal coroutine used for repeated play More...
 
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 More...
 
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) More...
 
virtual float ApplyTimeMultiplier (float duration)
 Applies the host MMFeedbacks' time multiplier to this feedback More...
 
virtual IEnumerator WaitFor (float delay)
 Internal method used to wait for a duration, on scaled or unscaled time More...
 
virtual float ApplyDirection (float normalizedTime)
 Returns a new value of the normalized time based on the current play direction of this feedback More...
 
virtual void CustomInitialization (MMF_Player owner)
 This method describes all custom initialization processes the feedback requires, in addition to the main Initialization method More...
 
abstract void CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f)
 This method describes what happens when the feedback gets played More...
 
virtual void CustomStopFeedback (Vector3 position, float feedbacksIntensity=1.0f)
 This method describes what happens when the feedback gets stopped More...
 
virtual void CustomSkipToTheEnd (Vector3 position, float feedbacksIntensity=1.0f)
 This method describes what happens when the feedback gets skipped to the end More...
 
virtual void CustomRestoreInitialValues ()
 This method describes what happens when the feedback gets restored More...
 
virtual void CustomPlayerComplete ()
 This method describes what happens when the player this feedback belongs to completes playing More...
 
virtual void CustomReset ()
 This method describes what happens when the feedback gets reset More...
 

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 bool ScriptDrivenPause [get, set]
 if this is true, this feedback will pause and wait until Resume() is called on its parent MMFeedbacks to resume execution More...
 
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 More...
 
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) More...
 
virtual bool IsPlaying [get, set]
 if this is true, this feedback is currently playing More...
 
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 More...
 
virtual bool InScaledTimescaleMode [get]
 returns true if this feedback is in Scaled timescale mode, false otherwise More...
 
virtual float FeedbackTime [get]
 the time (or unscaled time) based on the selected Timing settings More...
 
virtual float FeedbackDeltaTime [get]
 the delta time (or unscaled delta time) based on the selected Timing settings More...
 
virtual float TotalDuration [get]
 The total duration of this feedback : total = initial delay + duration * (number of repeats + delay between repeats)
More...
 
virtual bool IsExpanded [get, set]
 
virtual string RequiredChannelText [get]
 
virtual float FeedbackDuration [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 More...
 
virtual bool NormalPlayDirection [get]
 Returns true if this feedback should play normally, or false if it should play in rewind More...
 
virtual bool ShouldPlayInThisSequenceDirection [get]
 Returns true if this feedback should play in the current parent MMFeedbacks direction, according to its MMFeedbacksDirectionCondition setting More...
 

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_SetActive, MoreMountains.Feedbacks.MMF_AnimationCrossfade, MoreMountains.Feedbacks.MMF_Animation, MoreMountains.Feedbacks.MMF_Scale, MoreMountains.FeedbacksForThirdParty.MMF_GlobalPPVolumeAutoBlend_URP, MoreMountains.Feedbacks.MMF_Light, MoreMountains.Feedbacks.MMF_Rotation, MoreMountains.Feedbacks.MMF_PositionSpring, MoreMountains.Feedbacks.MMF_RotationSpring, MoreMountains.Feedbacks.MMF_ScaleSpring, MoreMountains.Feedbacks.MMF_SpriteRenderer, MoreMountains.Feedbacks.MMF_SquashAndStretchSpring, MoreMountains.Feedbacks.MMF_FloatController, MoreMountains.Feedbacks.MMF_Position, MoreMountains.Feedbacks.MMF_RotatePositionAround, MoreMountains.Feedbacks.MMF_RadioSignal, MoreMountains.Feedbacks.MMF_AnimatorSpeed, MoreMountains.Feedbacks.MMF_DestinationTransform, MoreMountains.Feedbacks.MMF_MaterialSetProperty, MoreMountains.Feedbacks.MMF_PositionShake, MoreMountains.Feedbacks.MMF_RotationShake, MoreMountains.Feedbacks.MMF_ScaleShake, MoreMountains.Feedbacks.MMF_Flicker, MoreMountains.FeedbacksForThirdParty.MMF_UIToolkit, MoreMountains.Feedbacks.MMF_Collider, MoreMountains.Feedbacks.MMF_Collider2D, MoreMountains.Feedbacks.MMF_Rigidbody, MoreMountains.Feedbacks.MMF_SquashAndStretch, MoreMountains.Feedbacks.MMF_VideoPlayer, MoreMountains.Feedbacks.MMF_Blink, MoreMountains.Feedbacks.MMF_Destroy, MoreMountains.Feedbacks.MMF_Rigidbody2D, MoreMountains.Feedbacks.MMF_SetParent, MoreMountains.Feedbacks.MMF_TextureOffset, MoreMountains.Feedbacks.MMF_TextureScale, MoreMountains.Feedbacks.MMF_Wiggle, MoreMountains.FeedbacksForThirdParty.MMF_GlobalPPVolumeAutoBlend, MoreMountains.Feedbacks.MMF_AudioSource, MoreMountains.Feedbacks.MMF_CanvasGroupBlocksRaycasts, MoreMountains.Feedbacks.MMF_CanvasGroup, MoreMountains.Feedbacks.MMF_RectTransformAnchor, MoreMountains.Feedbacks.MMF_RectTransformOffset, MoreMountains.Feedbacks.MMF_RectTransformPivot, MoreMountains.Feedbacks.MMF_RectTransformSizeDelta, MoreMountains.Feedbacks.MMF_Material, and MoreMountains.Feedbacks.MMF_Particles.

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

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

◆ 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()

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

This method describes what happens when the feedback gets played

Parameters
position
feedbacksIntensity

Implemented in MoreMountains.Feedbacks.MMF_ParticlesInstantiation, MoreMountains.Feedbacks.MMF_MMSoundManagerSound, MoreMountains.Feedbacks.MMF_TMPTextReveal, MoreMountains.Feedbacks.MMF_Sound, MoreMountains.Feedbacks.MMF_Light, MoreMountains.Feedbacks.MMF_Position, MoreMountains.Feedbacks.MMF_Flicker, MoreMountains.Feedbacks.MMF_Animation, MoreMountains.Feedbacks.MMF_MaterialSetProperty, MoreMountains.Feedbacks.MMF_LookAt, MoreMountains.Feedbacks.MMF_PositionSpring, MoreMountains.FeedbacksForThirdParty.MMF_NVContinuous, MoreMountains.Feedbacks.MMF_Rotation, MoreMountains.Feedbacks.MMF_SquashAndStretch, MoreMountains.Feedbacks.MMF_SpriteRenderer, MoreMountains.Feedbacks.MMF_InstantiateObject, MoreMountains.Feedbacks.MMF_DestinationTransform, MoreMountains.FeedbacksForThirdParty.MMF_DepthOfField_HDRP, MoreMountains.Feedbacks.MMF_RotationSpring, MoreMountains.Feedbacks.MMF_Scale, MoreMountains.Feedbacks.MMF_Fog, MoreMountains.Feedbacks.MMF_SetActive, MoreMountains.FeedbacksForThirdParty.MMF_ColorAdjustments_HDRP, MoreMountains.Feedbacks.MMF_FeedbackBase, MoreMountains.FeedbacksForThirdParty.MMF_ColorAdjustments_URP, MoreMountains.Feedbacks.MMF_ScaleSpring, MoreMountains.FeedbacksForThirdParty.MMF_UIToolkitColorBase, MoreMountains.Feedbacks.MMF_PlayerControl, MoreMountains.Feedbacks.MMF_SquashAndStretchSpring, MoreMountains.Feedbacks.MMF_FloatController, MoreMountains.Feedbacks.MMF_LoadScene, MoreMountains.Feedbacks.MMF_Property, MoreMountains.Feedbacks.MMF_Material, MoreMountains.FeedbacksForThirdParty.MMF_ColorGrading, MoreMountains.Feedbacks.MMF_TextureOffset, MoreMountains.Feedbacks.MMF_TextureScale, MoreMountains.Feedbacks.MMF_PositionShake, MoreMountains.Feedbacks.MMF_RotatePositionAround, MoreMountains.FeedbacksForThirdParty.MMF_UIToolkitVector2Base, MoreMountains.Feedbacks.MMF_TMPAlpha, MoreMountains.FeedbacksForThirdParty.MMF_NVClip, MoreMountains.Feedbacks.MMF_TrailRenderer, MoreMountains.Feedbacks.MMF_TMPOutlineColor, MoreMountains.Feedbacks.MMF_TMPColor, MoreMountains.Feedbacks.MMF_AnimationCrossfade, MoreMountains.Feedbacks.MMF_RotationShake, MoreMountains.Feedbacks.MMF_ScaleShake, MoreMountains.Feedbacks.MMF_TMPDilate, MoreMountains.Feedbacks.MMF_TMPSoftness, MoreMountains.Feedbacks.MMF_FloatingText, MoreMountains.Feedbacks.MMF_Particles, MoreMountains.FeedbacksForThirdParty.MMF_GlobalPPVolumeAutoBlend, MoreMountains.FeedbacksForThirdParty.MMF_CinemachineTransition, MoreMountains.Feedbacks.MMF_LineRenderer, MoreMountains.FeedbacksForThirdParty.MMF_ChannelMixer_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_DepthOfField, MoreMountains.FeedbacksForThirdParty.MMF_GlobalPPVolumeAutoBlend_URP, MoreMountains.FeedbacksForThirdParty.MMF_DepthOfField_URP, MoreMountains.Feedbacks.MMF_TimescaleModifier, MoreMountains.Feedbacks.MMF_SpringVector2, MoreMountains.Feedbacks.MMF_SpringVector3, MoreMountains.Feedbacks.MMF_SpringVector4, MoreMountains.FeedbacksForThirdParty.MMF_ChannelMixer_URP, MoreMountains.Feedbacks.MMF_SpringColor, MoreMountains.FeedbacksForThirdParty.MMF_Vignette, MoreMountains.Feedbacks.MMF_Enable, MoreMountains.Feedbacks.MMF_Feedbacks, MoreMountains.FeedbacksForThirdParty.MMF_Vignette_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_Vignette_URP, MoreMountains.FeedbacksForThirdParty.MMF_UIToolkitFloatBase, MoreMountains.Feedbacks.MMF_Looper, MoreMountains.Feedbacks.MMF_Pause, MoreMountains.Feedbacks.MMF_SpringFloat, MoreMountains.FeedbacksForThirdParty.MMF_WhiteBalance_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_WhiteBalance_URP, MoreMountains.Feedbacks.MMF_PlayerChain, MoreMountains.Feedbacks.MMF_ShaderGlobal, MoreMountains.FeedbacksForThirdParty.MMF_LensDistortion, MoreMountains.Feedbacks.MMF_TMPCountTo, MoreMountains.FeedbacksForThirdParty.MMF_LensDistortion_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_LensDistortion_URP, MoreMountains.FeedbacksForThirdParty.MMF_Bloom, MoreMountains.Feedbacks.MMF_AudioSource, MoreMountains.Feedbacks.MMF_TMPCountToLong, MoreMountains.FeedbacksForThirdParty.MMF_NVControl, MoreMountains.Feedbacks.MMF_CameraFieldOfView, MoreMountains.Feedbacks.MMF_Wiggle, MoreMountains.FeedbacksForThirdParty.MMF_ChromaticAberration, MoreMountains.FeedbacksForThirdParty.MMF_ChromaticAberration_HDRP, MoreMountains.Feedbacks.MMF_Rigidbody2D, MoreMountains.Feedbacks.MMF_UnloadScene, MoreMountains.Feedbacks.MMF_CameraClippingPlanes, MoreMountains.FeedbacksForThirdParty.MMF_FilmGrain_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_NVEmphasis, MoreMountains.FeedbacksForThirdParty.MMF_FilmGrain_URP, MoreMountains.FeedbacksForThirdParty.MMF_MotionBlur_URP, MoreMountains.FeedbacksForThirdParty.MMF_PaniniProjection_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_PaniniProjection_URP, MoreMountains.FeedbacksForThirdParty.MMF_Exposure_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_MotionBlur_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_ChromaticAberration_URP, MoreMountains.Feedbacks.MMF_AnimatorSpeed, MoreMountains.Feedbacks.MMF_ReferenceHolder, MoreMountains.Feedbacks.MMF_Blink, MoreMountains.Feedbacks.MMF_Rigidbody, MoreMountains.Feedbacks.MMF_VideoPlayer, MoreMountains.Feedbacks.MMF_CameraZoom, MoreMountains.Feedbacks.MMF_Playlist, MoreMountains.Feedbacks.MMF_AudioFilterLowPass, MoreMountains.Feedbacks.MMF_AudioFilterReverb, MoreMountains.Feedbacks.MMF_AudioSourceStereoPan, MoreMountains.Feedbacks.MMF_CameraOrthographicSize, MoreMountains.Feedbacks.MMF_AudioFilterDistortion, MoreMountains.Feedbacks.MMF_AudioFilterEcho, MoreMountains.Feedbacks.MMF_AudioFilterHighPass, MoreMountains.Feedbacks.MMF_AudioSourcePitch, MoreMountains.Feedbacks.MMF_AudioSourceVolume, MoreMountains.FeedbacksForThirdParty.MMF_CinemachineImpulse, MoreMountains.Feedbacks.MMF_Events, MoreMountains.FeedbacksForThirdParty.MMF_NVPreset, MoreMountains.Feedbacks.MMF_DebugLog, MoreMountains.Feedbacks.MMF_RadioSignal, MoreMountains.Feedbacks.MMF_PPMovingFilter, MoreMountains.Feedbacks.MMF_MMSoundManagerTrackFade, MoreMountains.Feedbacks.MMF_TMPText, MoreMountains.Feedbacks.MMF_Destroy, MoreMountains.Feedbacks.MMF_MMSoundManagerSoundFade, MoreMountains.FeedbacksForThirdParty.MMF_CinemachineImpulseSource, MoreMountains.Feedbacks.MMF_MMSoundManagerTrackControl, MoreMountains.Feedbacks.MMF_CameraShake, MoreMountains.Feedbacks.MMF_Collider, MoreMountains.Feedbacks.MMF_Collider2D, MoreMountains.Feedbacks.MMF_SetParent, MoreMountains.Feedbacks.MMF_DebugComment, MoreMountains.Feedbacks.MMF_MMSoundManagerSoundControl, MoreMountains.Feedbacks.MMF_AudioMixerSnapshotTransition, MoreMountains.Feedbacks.MMF_FreezeFrame, MoreMountains.Feedbacks.MMF_MMGameEvent, MoreMountains.Feedbacks.MMF_CanvasGroupBlocksRaycasts, MoreMountains.Feedbacks.MMF_Skybox, MoreMountains.Feedbacks.MMF_MMSoundManagerSaveLoad, MoreMountains.Feedbacks.MMF_LooperStart, MoreMountains.FeedbacksForThirdParty.MMF_UIToolkitBoolBase, MoreMountains.Feedbacks.MMF_MMSoundManagerAllSoundsControl, MoreMountains.Feedbacks.MMF_DebugLBreak, MoreMountains.Feedbacks.MMF_HoldingPause, MoreMountains.FeedbacksForThirdParty.MMF_Haptics, MoreMountains.FeedbacksForThirdParty.MMF_CinemachineImpulseClear, MoreMountains.FeedbacksForThirdParty.MMF_UIToolkit, MoreMountains.FeedbacksForThirdParty.MMF_UIToolkitClass, MoreMountains.FeedbacksForThirdParty.MMF_UIToolkitText, MoreMountains.FeedbacksForThirdParty.MMF_UIToolkitStylesheet, MoreMountains.FeedbacksForThirdParty.MMF_VisualEffectSetProperty, MoreMountains.FeedbacksForThirdParty.MMF_VisualEffect, MoreMountains.FeedbacksForThirdParty.MMF_Bloom_HDRP, and MoreMountains.FeedbacksForThirdParty.MMF_Bloom_URP.

◆ 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_TMPTextReveal, MoreMountains.Feedbacks.MMF_Scale, MoreMountains.Feedbacks.MMF_Position, MoreMountains.Feedbacks.MMF_Rotation, MoreMountains.Feedbacks.MMF_Flicker, MoreMountains.Feedbacks.MMF_Light, MoreMountains.Feedbacks.MMF_SquashAndStretch, MoreMountains.Feedbacks.MMF_SpriteRenderer, MoreMountains.Feedbacks.MMF_PositionSpring, MoreMountains.Feedbacks.MMF_MaterialSetProperty, MoreMountains.Feedbacks.MMF_LookAt, MoreMountains.Feedbacks.MMF_SquashAndStretchSpring, MoreMountains.Feedbacks.MMF_Property, MoreMountains.Feedbacks.MMF_SetActive, MoreMountains.Feedbacks.MMF_RotationSpring, MoreMountains.Feedbacks.MMF_Material, MoreMountains.Feedbacks.MMF_ScaleSpring, MoreMountains.Feedbacks.MMF_Fog, MoreMountains.FeedbacksForThirdParty.MMF_UIToolkitVector2Base, MoreMountains.Feedbacks.MMF_RotatePositionAround, MoreMountains.Feedbacks.MMF_DestinationTransform, MoreMountains.Feedbacks.MMF_TrailRenderer, MoreMountains.Feedbacks.MMF_TextureOffset, MoreMountains.Feedbacks.MMF_TextureScale, MoreMountains.Feedbacks.MMF_FloatController, MoreMountains.FeedbacksForThirdParty.MMF_UIToolkitColorBase, MoreMountains.Feedbacks.MMF_TMPAlpha, MoreMountains.Feedbacks.MMF_TMPOutlineColor, MoreMountains.Feedbacks.MMF_TMPColor, MoreMountains.FeedbacksForThirdParty.MMF_UIToolkitFloatBase, MoreMountains.Feedbacks.MMF_LineRenderer, MoreMountains.Feedbacks.MMF_TMPDilate, MoreMountains.Feedbacks.MMF_TMPSoftness, MoreMountains.Feedbacks.MMF_Enable, MoreMountains.Feedbacks.MMF_FeedbackBase, MoreMountains.FeedbacksForThirdParty.MMF_DepthOfField_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_ColorAdjustments_HDRP, MoreMountains.Feedbacks.MMF_TMPCountTo, MoreMountains.FeedbacksForThirdParty.MMF_ColorAdjustments_URP, MoreMountains.Feedbacks.MMF_PositionShake, MoreMountains.Feedbacks.MMF_PlayerChain, MoreMountains.Feedbacks.MMF_ShaderGlobal, MoreMountains.Feedbacks.MMF_TMPCountToLong, MoreMountains.FeedbacksForThirdParty.MMF_ColorGrading, MoreMountains.Feedbacks.MMF_AnimatorSpeed, MoreMountains.Feedbacks.MMF_RotationShake, MoreMountains.Feedbacks.MMF_ScaleShake, MoreMountains.FeedbacksForThirdParty.MMF_CinemachineTransition, MoreMountains.FeedbacksForThirdParty.MMF_GlobalPPVolumeAutoBlend, MoreMountains.Feedbacks.MMF_TimescaleModifier, MoreMountains.FeedbacksForThirdParty.MMF_ChannelMixer_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_DepthOfField, MoreMountains.FeedbacksForThirdParty.MMF_ChannelMixer_URP, MoreMountains.FeedbacksForThirdParty.MMF_DepthOfField_URP, MoreMountains.FeedbacksForThirdParty.MMF_GlobalPPVolumeAutoBlend_URP, MoreMountains.Feedbacks.MMF_SpringVector2, MoreMountains.Feedbacks.MMF_SpringVector3, MoreMountains.Feedbacks.MMF_SpringVector4, MoreMountains.Feedbacks.MMF_SpringColor, MoreMountains.FeedbacksForThirdParty.MMF_Vignette_URP, MoreMountains.FeedbacksForThirdParty.MMF_Vignette, MoreMountains.FeedbacksForThirdParty.MMF_Vignette_HDRP, MoreMountains.Feedbacks.MMF_Wiggle, MoreMountains.FeedbacksForThirdParty.MMF_WhiteBalance_URP, MoreMountains.FeedbacksForThirdParty.MMF_WhiteBalance_HDRP, MoreMountains.Feedbacks.MMF_SpringFloat, MoreMountains.FeedbacksForThirdParty.MMF_LensDistortion_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_Bloom_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_Bloom, MoreMountains.FeedbacksForThirdParty.MMF_LensDistortion, MoreMountains.FeedbacksForThirdParty.MMF_Bloom_URP, MoreMountains.FeedbacksForThirdParty.MMF_LensDistortion_URP, MoreMountains.Feedbacks.MMF_CameraFieldOfView, MoreMountains.Feedbacks.MMF_CameraClippingPlanes, MoreMountains.FeedbacksForThirdParty.MMF_ChromaticAberration_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_ChromaticAberration, MoreMountains.FeedbacksForThirdParty.MMF_FilmGrain_URP, MoreMountains.FeedbacksForThirdParty.MMF_Exposure_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_FilmGrain_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_MotionBlur_URP, MoreMountains.Feedbacks.MMF_Blink, MoreMountains.FeedbacksForThirdParty.MMF_PaniniProjection_URP, MoreMountains.Feedbacks.MMF_AudioFilterDistortion, MoreMountains.FeedbacksForThirdParty.MMF_MotionBlur_HDRP, MoreMountains.FeedbacksForThirdParty.MMF_ChromaticAberration_URP, MoreMountains.Feedbacks.MMF_Collider, MoreMountains.FeedbacksForThirdParty.MMF_PaniniProjection_HDRP, MoreMountains.Feedbacks.MMF_Collider2D, MoreMountains.Feedbacks.MMF_AudioFilterLowPass, MoreMountains.Feedbacks.MMF_AudioFilterReverb, MoreMountains.Feedbacks.MMF_CameraZoom, MoreMountains.Feedbacks.MMF_AudioFilterEcho, MoreMountains.Feedbacks.MMF_AudioSourceStereoPan, MoreMountains.Feedbacks.MMF_CameraOrthographicSize, MoreMountains.Feedbacks.MMF_RadioSignal, MoreMountains.Feedbacks.MMF_AudioFilterHighPass, MoreMountains.Feedbacks.MMF_AudioSourcePitch, MoreMountains.Feedbacks.MMF_AudioSourceVolume, MoreMountains.Feedbacks.MMF_Destroy, MoreMountains.FeedbacksForThirdParty.MMF_UIToolkitBoolBase, MoreMountains.FeedbacksForThirdParty.MMF_CinemachineImpulseSource, MoreMountains.Feedbacks.MMF_PPMovingFilter, MoreMountains.Feedbacks.MMF_TMPText, MoreMountains.Feedbacks.MMF_Skybox, MoreMountains.Feedbacks.MMF_CanvasGroupBlocksRaycasts, and MoreMountains.FeedbacksForThirdParty.MMF_UIToolkitText.

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

◆ 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

◆ 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_MMSoundManagerSound, MoreMountains.Feedbacks.MMF_Sound, and MoreMountains.Feedbacks.MMF_Blink.

◆ OnAddFeedback()

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

Triggered when the feedback gets added to the player

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

◆ 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

◆ CanForceInitialValue

virtual bool MoreMountains.Feedbacks.MMF_Feedback.CanForceInitialValue => false

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

◆ 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

◆ ChannelData

virtual MMChannelData MoreMountains.Feedbacks.MMF_Feedback.ChannelData => _channelData.Set(ChannelMode, Channel, MMChannelDefinition)

a ChannelData object, ready to pass to an event

◆ 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

◆ ComputedRandomMultiplier

virtual float MoreMountains.Feedbacks.MMF_Feedback.ComputedRandomMultiplier
Initial value:

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

◆ 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

◆ DisplayColor

virtual Color MoreMountains.Feedbacks.MMF_Feedback.DisplayColor => Color.black

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 => false

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 => true

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

◆ FeedbackPlaying

virtual bool MoreMountains.Feedbacks.MMF_Feedback.FeedbackPlaying
Initial value:
=>

whether or not this feedback is playing right now

◆ FeedbackStartedAt

virtual float MoreMountains.Feedbacks.MMF_Feedback.FeedbackStartedAt => Application.isPlaying ? _lastPlayTimestamp : -1f

◆ ForceInitialValueDelayed

virtual bool MoreMountains.Feedbacks.MMF_Feedback.ForceInitialValueDelayed => false

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

◆ HasAutomatedTargetAcquisition

virtual bool MoreMountains.Feedbacks.MMF_Feedback.HasAutomatedTargetAcquisition => false

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 => false

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

◆ HasChannel

virtual bool MoreMountains.Feedbacks.MMF_Feedback.HasChannel => false

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

◆ HasCustomInspectors

virtual bool MoreMountains.Feedbacks.MMF_Feedback.HasCustomInspectors => false

◆ HasRandomness

virtual bool MoreMountains.Feedbacks.MMF_Feedback.HasRandomness => false

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

◆ HasRange

virtual bool MoreMountains.Feedbacks.MMF_Feedback.HasRange => false

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

◆ HoldingPause

virtual bool MoreMountains.Feedbacks.MMF_Feedback.HoldingPause => false

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

◆ InCooldown

virtual bool MoreMountains.Feedbacks.MMF_Feedback.InCooldown
Initial value:

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

◆ 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

◆ LooperPause

virtual bool MoreMountains.Feedbacks.MMF_Feedback.LooperPause => false

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 => false

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

◆ 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

◆ Pause

virtual IEnumerator MoreMountains.Feedbacks.MMF_Feedback.Pause => null

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

◆ PlaysLeft

virtual int MoreMountains.Feedbacks.MMF_Feedback.PlaysLeft => _playsLeft

the total amount of plays this feedback has left

◆ 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

◆ RequiredTarget

virtual string MoreMountains.Feedbacks.MMF_Feedback.RequiredTarget => _requiredTarget

◆ RequiredTargetText

virtual string MoreMountains.Feedbacks.MMF_Feedback.RequiredTargetText => ""

the text used to describe the required target

◆ RequiredTargetTextExtra

virtual string MoreMountains.Feedbacks.MMF_Feedback.RequiredTargetTextExtra => ""

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

◆ RequiresSetup

virtual bool MoreMountains.Feedbacks.MMF_Feedback.RequiresSetup => _requiresSetup

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 => "This feedback requires some additional setup."

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

◆ 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

◆ 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

◆ 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

◆ 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)

◆ 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

◆ 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

◆ RequiredChannelText

virtual string MoreMountains.Feedbacks.MMF_Feedback.RequiredChannelText
get

◆ ScriptDrivenPause

virtual bool MoreMountains.Feedbacks.MMF_Feedback.ScriptDrivenPause
getset

if this is true, this feedback will pause and wait until Resume() is called on its parent MMFeedbacks 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:
MoreMountains.Feedbacks.MMF_Feedback.RandomMultiplier
Vector2 RandomMultiplier
a random value (randomized between its x and y) by which to multiply the output of this feedback,...
Definition: MMF_Feedback.cs:85
Random
UnityEngine.Random Random
Definition: FeelBrassGroundGenerator.cs:6
MoreMountains.Feedbacks.MMF_Feedback.FeedbackDuration
virtual float FeedbackDuration
Definition: MMF_Feedback.cs:402
MoreMountains.Feedbacks.MMF_Feedback.Timing
MMFeedbackTiming Timing
a number of timing-related values (delay, repeat, etc)
Definition: MMF_Feedback.cs:68
MoreMountains.Feedbacks.MMF_Feedback.RandomizeOutput
bool RandomizeOutput
if this is true, intensity will be multiplied by a random value on play, picked between RandomMultipl...
Definition: MMF_Feedback.cs:78
MoreMountains.Feedbacks.MMF_Feedback._lastPlayTimestamp
float _lastPlayTimestamp
Definition: MMF_Feedback.cs:424
MoreMountains.Feedbacks.MMF_Feedback.FeedbackTime
virtual float FeedbackTime
the time (or unscaled time) based on the selected Timing settings
Definition: MMF_Feedback.cs:243
MoreMountains.Feedbacks.MMFeedbackTiming.CooldownDuration
float CooldownDuration
the cooldown duration mandatory between two plays
Definition: MMFeedbackTiming.cs:40
MoreMountains.Feedbacks.MMF_Feedback.FeedbackStartedAt
virtual float FeedbackStartedAt
Definition: MMF_Feedback.cs:398