This feedback will make the bound renderer flicker for the set duration when played (and restore its initial color when stopped)
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| virtual IEnumerator | Flicker (Renderer renderer, int materialIndex, Color initialColor, Color flickerColor, float flickerSpeed, float flickerDuration) |
| virtual string | GetLabel () |
| | you can override this when creating a custom feedback to have it behave differently and display a different label
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| virtual float | ComputeIntensity (float intensity, Vector3 position) |
| | Computes the new intensity, taking into account constant intensity and potential randomness.
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| virtual void | CacheRequiresSetup () |
| virtual bool | EvaluateRequiresSetup () |
| | Override this method to determine if a feedback requires setup.
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| virtual void | SetFeedbackDuration (float newDuration) |
| | Use this method to change the duration of this feedback.
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| virtual void | PreInitialization (MMF_Player owner, int index) |
| | Runs at Awake, lets you preinitialize your custom feedback before Initialization.
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| virtual void | Initialization (MMF_Player owner, int index) |
| | Typically runs on Start, Initializes the feedback and its timing related variables.
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| 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)
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| 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.
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| virtual void | ForceAutomateTargetAcquisition () |
| | Lets you force target acquisition, outside of initialization where it usually occurs.
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| virtual void | Play (Vector3 position, float feedbacksIntensity=1.0f) |
| | Plays the feedback.
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| virtual void | SetSequence (MMSequence newSequence) |
| | Use this method to change this feedback's sequence at runtime.
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| virtual void | Stop (Vector3 position, float feedbacksIntensity=1.0f) |
| | Stops all feedbacks from playing. Will stop repeating feedbacks, and call custom stop implementations.
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| virtual void | SkipToTheEnd (Vector3 position, float feedbacksIntensity=1.0f) |
| | Called when skipping to the end of MMF_Player, calls custom Skip on all feedbacks.
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| 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.
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| virtual void | RestoreInitialValues () |
| | Called when restoring the initial state of a player, calls custom Restore on all feedbacks.
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| virtual void | ResetFeedback () |
| | Calls this feedback's custom reset.
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| virtual void | ResetCooldown () |
| | Resets the cooldown for this feedback, allowing it to be played again instantly.
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| virtual void | PlayerComplete () |
| | This gets called by the MMF Player when all feedbacks have completed playing.
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| virtual void | SetDelayBetweenRepeats (float delay) |
| | Use this method to specify a new delay between repeats at runtime.
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| virtual void | SetInitialDelay (float delay) |
| | Use this method to specify a new initial delay at runtime.
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| virtual void | ComputeNewRandomDurationMultiplier () |
| | Computes a new random duration multiplier.
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| virtual void | ResetPlayCount () |
| | Resets the play count of this feedback.
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| virtual void | ComputeTotalDuration () |
| | Computes the total duration of this feedback.
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| virtual void | InitializeCustomAttributes () |
| | Use this method to initialize any custom attributes you may have.
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| virtual void | OnValidate () |
| | Triggered when a change happens in the inspector.
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| virtual void | OnAddFeedback () |
| | Triggered when the feedback gets added to the player.
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| virtual void | OnDestroy () |
| | Triggered when that feedback gets destroyed.
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| virtual void | OnDisable () |
| | Triggered when the host MMF Player gets disabled.
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| virtual void | OnDrawGizmosSelectedHandler () |
| | Triggered when the host MMF Player gets selected, can be used to draw gizmos.
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| Renderer | BoundRenderer |
| | the renderer to flicker when played
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| List< Renderer > | ExtraBoundRenderers |
| | more renderers to flicker when played
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| Modes | Mode = Modes.Color |
| | the selected mode to flicker the renderer
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| string | PropertyName = "_Tint" |
| | the name of the property to target
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| float | FlickerDuration = 0.2f |
| | the duration of the flicker when getting damage
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| float | FlickerPeriod = 0.04f |
| | the duration of the period for the flicker
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| Color | FlickerColor = new Color32(255, 20, 20, 255) |
| | the color we should flicker the sprite to
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| int[] | MaterialIndexes |
| | the list of material indexes we want to flicker on the target renderer. If left empty, will only target the material at index 0
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| bool | UseMaterialPropertyBlocks = false |
| | if this is true, this component will use material property blocks instead of working on an instance of the material.
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| string | SpriteRendererTextureProperty = "_MainTex" |
| | if using material property blocks on a sprite renderer, you'll want to make sure the sprite texture gets passed to the block when updating it. For that, you need to specify your sprite's material's shader's texture property name. If you're not working with a sprite renderer, you can safely ignore this.
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| bool | Active = true |
| | whether or not this feedback is active
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| int | UniqueID |
| string | Label = "MMFeedback" |
| | the name of this feedback to display in the inspector
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| string | OriginalLabel = "" |
| | the original label of this feedback, used to display next to the custom label in case we set one
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| MMChannelModes | ChannelMode = MMChannelModes.Int |
| int | Channel = 0 |
| | the ID of the channel on which this feedback will communicate
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| 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)
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| MMFeedbackTiming | Timing |
| | a number of timing-related values (delay, repeat, etc)
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| 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
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| bool | RandomizeOutput = false |
| | if this is true, intensity will be multiplied by a random value on play, picked between RandomMultiplier.x and RandomMultiplier.y
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| 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
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| 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
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| 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
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| bool | UseRange = false |
| | if this is true, only shakers within the specified range will respond to this feedback
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| float | RangeDistance = 5f |
| | when in UseRange mode, only shakers within that distance will respond to this feedback
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| bool | UseRangeFalloff = false |
| | when in UseRange mode, whether or not to modify the shake intensity based on the RangeFallOff curve
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| 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)
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| Vector2 | RemapRangeFalloff = new Vector2(0f, 1f) |
| | the values to remap the falloff curve's y axis' 0 and 1
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| 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
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| MMF_Player | Owner |
| | the Owner of the feedback, as defined when calling the Initialization method
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| bool | DebugActive = false |
| | whether or not this feedback is in debug mode
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| override void | AutomateTargetAcquisition () |
| | A method meant to be implemented per feedback letting you specify what happens (usually setting a target)
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| override void | CustomInitialization (MMF_Player owner) |
| | On init we grab our initial color and components.
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| virtual void | AcquireRenderers (MMF_Player owner) |
| virtual void | StoreSpriteRendererTexture () |
| override void | CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f) |
| | On play we make our renderer flicker.
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| override void | CustomReset () |
| | On reset we make our renderer stop flickering.
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| virtual void | SetStoredSpriteRendererTexture (Renderer renderer, MaterialPropertyBlock block) |
| virtual void | SetColor (Renderer renderer, int materialIndex, Color color) |
| override void | CustomStopFeedback (Vector3 position, float feedbacksIntensity=1) |
| | Stops this feedback.
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| override void | CustomRestoreInitialValues () |
| | On restore, we put our object back at its initial position.
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| virtual void | AutomateTargetAcquisitionInternal () |
| | Performs automated target acquisition, if needed.
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| 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.
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| virtual void | RegularPlay (Vector3 position, float feedbacksIntensity=1.0f) |
| | Triggers delaying coroutines if needed.
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| virtual void | TriggerCustomPlay (Vector3 position, float intensity) |
| | Triggers a custom play.
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| virtual IEnumerator | InfinitePlay (Vector3 position, float feedbacksIntensity=1.0f) |
| | Internal coroutine used for repeated play without end.
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| virtual IEnumerator | RepeatedPlay (Vector3 position, float feedbacksIntensity=1.0f) |
| | Internal coroutine used for repeated play.
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| 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.
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| 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)
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| virtual float | ApplyTimeMultiplier (float duration) |
| | Applies the host MMFeedbacks' time multiplier to this feedback.
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| virtual IEnumerator | WaitFor (float delay) |
| | Internal method used to wait for a duration, on scaled or unscaled time.
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| virtual float | ApplyDirection (float normalizedTime) |
| | Returns a new value of the normalized time based on the current play direction of this feedback.
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| void | CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f) |
| | This method describes what happens when the feedback gets played.
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| virtual void | CustomSkipToTheEnd (Vector3 position, float feedbacksIntensity=1.0f) |
| | This method describes what happens when the feedback gets skipped to the end.
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| virtual void | CustomPlayerComplete () |
| | This method describes what happens when the player this feedback belongs to completes playing.
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| override bool | HasAutomatedTargetAcquisition [get] |
| | sets the inspector color for this feedback
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| override float | FeedbackDuration [get, set] |
| | the duration of this feedback is the duration of the flicker
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| virtual Color | DisplayColor [get] |
| | use this color to customize the background color of the feedback in the MMF_Player's list
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| virtual IEnumerator | Pause [get] |
| | set this to true if your feedback should pause the execution of the feedback sequence
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| virtual bool | HoldingPause [get] |
| | if this is true, this feedback will wait until all previous feedbacks have run
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| virtual bool | LooperPause [get] |
| | if this is true, this feedback will wait until all previous feedbacks have run, then run all previous feedbacks again
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| 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
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| 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
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| virtual bool | LooperStart [get] |
| | if this is true, this feedback will wait until all previous feedbacks have run, then run all previous feedbacks again
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| virtual bool | HasChannel [get] |
| | if this is true, the Channel property will be displayed, otherwise it'll be hidden
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| virtual bool | HasAutomaticShakerSetup [get] |
| | if this is true, this feedback will display an automatic shaker setup button
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| virtual bool | HasRandomness [get] |
| | if this is true, the Randomness group will be displayed, otherwise it'll be hidden
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| virtual bool | CanForceInitialValue [get] |
| | if this is true, this feedback implements ForceInitialState, otherwise calling that method will have no effect
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| virtual bool | ForceInitialValueDelayed [get] |
| | if this is true, force initial value will happen over two frames
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| 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
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| 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)
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| virtual bool | HasRange [get] |
| | if this is true, the Range group will be displayed, otherwise it'll be hidden
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| virtual int | PlaysLeft [get] |
| | the total amount of plays this feedback has left
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| 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
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| virtual bool | IsPlaying [get, set] |
| | if this is true, this feedback is currently playing
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| virtual float | ComputedRandomMultiplier [get] |
| | Returns the random multiplier to apply to this feedback's output.
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| 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.
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| virtual bool | InScaledTimescaleMode [get] |
| | returns true if this feedback is in Scaled timescale mode, false otherwise
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| virtual float | FeedbackTime [get] |
| | the time (or unscaled time) based on the selected Timing settings
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| virtual float | FeedbackDeltaTime [get] |
| | the delta time (or unscaled delta time) based on the selected Timing settings
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| virtual float | TotalDuration [get] |
| | The total duration of this feedback : total = initial delay + duration * (number of repeats + delay between repeats)
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| 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.
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| virtual string | RequiredTarget [get] |
| virtual bool | DrawGroupInspectors [get] |
| | if this is true, group inspectors will be displayed within this feedback
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| 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
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| virtual string | RequiresSetupText [get] |
| | defines the setup text that will be displayed on the feedback, should setup be required
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| virtual string | RequiredTargetText [get] |
| | the text used to describe the required target
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| virtual string | RequiredTargetTextExtra [get] |
| | the text used to describe the required target, if more info is needed
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| 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
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| virtual MMChannelData | ChannelData [get] |
| | a ChannelData object, ready to pass to an event
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| 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.
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| virtual bool | NormalPlayDirection [get] |
| | Returns true if this feedback should play normally, or false if it should play in rewind.
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| virtual bool | ShouldPlayInThisSequenceDirection [get] |
| | Returns true if this feedback should play in the current parent MMFeedbacks direction, according to its MMFeedbacksDirectionCondition setting.
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This feedback will make the bound renderer flicker for the set duration when played (and restore its initial color when stopped)