Feel  3.16
The best way to improve your game's feel and make it extra juicy
MoreMountains.Feedbacks.MMF_Flash Class Reference

This feedback will trigger a flash event (to be caught by a MMFlash) when played More...

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

Public Attributes

override bool HasChannel => true
 
override bool HasRandomness => true
 
Color FlashColor = Color.white
 the color of the flash More...
 
float FlashDuration = 0.2f
 the flash duration (in seconds) More...
 
float FlashAlpha = 1f
 the alpha of the flash More...
 
int FlashID = 0
 the ID of the flash (usually 0). You can specify on each MMFlash object an ID, allowing you to have different flash images in one scene and call them separately (one for damage, one for health pickups, etc) More...
 

Static Public Attributes

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

Protected Member Functions

override void CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f)
 On Play we trigger a flash event More...
 
override void CustomStopFeedback (Vector3 position, float feedbacksIntensity=1)
 On stop we stop our transition More...
 
override void CustomRestoreInitialValues ()
 On restore, we restore our initial state More...
 

Properties

override float FeedbackDuration [get, set]
 sets the inspector color for this feedback More...
 

Additional Inherited Members

Detailed Description

This feedback will trigger a flash event (to be caught by a MMFlash) when played

Member Function Documentation

◆ CustomPlayFeedback()

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

On Play we trigger a flash event

Parameters
position
feedbacksIntensity

Implements MoreMountains.Feedbacks.MMF_Feedback.

◆ CustomRestoreInitialValues()

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

On restore, we restore our initial state

Reimplemented from MoreMountains.Feedbacks.MMF_Feedback.

◆ CustomStopFeedback()

override void MoreMountains.Feedbacks.MMF_Flash.CustomStopFeedback ( Vector3  position,
float  feedbacksIntensity = 1 
)
protectedvirtual

On stop we stop our transition

Parameters
position
feedbacksIntensity

Reimplemented from MoreMountains.Feedbacks.MMF_Feedback.

Member Data Documentation

◆ FeedbackTypeAuthorized

bool MoreMountains.Feedbacks.MMF_Flash.FeedbackTypeAuthorized = true
static

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

◆ FlashAlpha

float MoreMountains.Feedbacks.MMF_Flash.FlashAlpha = 1f

the alpha of the flash

◆ FlashColor

Color MoreMountains.Feedbacks.MMF_Flash.FlashColor = Color.white

the color of the flash

◆ FlashDuration

float MoreMountains.Feedbacks.MMF_Flash.FlashDuration = 0.2f

the flash duration (in seconds)

◆ FlashID

int MoreMountains.Feedbacks.MMF_Flash.FlashID = 0

the ID of the flash (usually 0). You can specify on each MMFlash object an ID, allowing you to have different flash images in one scene and call them separately (one for damage, one for health pickups, etc)

◆ HasChannel

override bool MoreMountains.Feedbacks.MMF_Flash.HasChannel => true

◆ HasRandomness

override bool MoreMountains.Feedbacks.MMF_Flash.HasRandomness => true

Property Documentation

◆ FeedbackDuration

override float MoreMountains.Feedbacks.MMF_Flash.FeedbackDuration
getset

sets the inspector color for this feedback

the duration of this feedback is the duration of the flash


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