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

this feedback will "hold", or wait, until all previous feedbacks have been executed, and will then pause the execution of your MMFeedbacks sequence, for the specified duration More...

Inheritance diagram for MoreMountains.Feedbacks.MMF_HoldingPause:
MoreMountains.Feedbacks.MMF_Pause MoreMountains.Feedbacks.MMF_Feedback

Protected Member Functions

override void CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f)
 On custom play we just play our pause More...
 
- Protected Member Functions inherited from MoreMountains.Feedbacks.MMF_Pause
virtual IEnumerator PauseWait ()
 An IEnumerator used to wait for the duration of the pause, on scaled or unscaled time More...
 
override void CustomInitialization (MMF_Player owner)
 On init we cache our wait for seconds More...
 
override void CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f)
 On play we trigger our pause More...
 
virtual IEnumerator PlayPause ()
 Pause coroutine More...
 

Properties

override bool HoldingPause [get]
 sets the color of this feedback in the inspector More...
 
override float FeedbackDuration [get, set]
 the duration of this feedback is the duration of the pause More...
 
- Properties inherited from MoreMountains.Feedbacks.MMF_Pause
override IEnumerator Pause [get]
 
override float FeedbackDuration [get, set]
 the duration of this feedback is the duration of the pause More...
 

Additional Inherited Members

- Public Attributes inherited from MoreMountains.Feedbacks.MMF_Pause
float PauseDuration = 1f
 the duration of the pause, in seconds More...
 
bool RandomizePauseDuration = false
 
float MinPauseDuration = 1f
 
float MaxPauseDuration = 3f
 
bool RandomizeOnEachPlay = true
 
bool ScriptDriven = false
 if this is true, you'll need to call the Resume() method on the host MMFeedbacks for this pause to stop, and the rest of the sequence to play More...
 
bool AutoResume = false
 if this is true, a script driven pause will resume after its AutoResumeAfter delay, whether it has been manually resumed or not More...
 
float AutoResumeAfter = 0.25f
 the duration after which to auto resume, regardless of manual resume calls beforehand More...
 
- Static Public Attributes inherited from MoreMountains.Feedbacks.MMF_Pause
static bool FeedbackTypeAuthorized = true
 a static bool used to disable all feedbacks of this type at once More...
 

Detailed Description

this feedback will "hold", or wait, until all previous feedbacks have been executed, and will then pause the execution of your MMFeedbacks sequence, for the specified duration

Member Function Documentation

◆ CustomPlayFeedback()

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

On custom play we just play our pause

Parameters
position
feedbacksIntensity

Implements MoreMountains.Feedbacks.MMF_Feedback.

Property Documentation

◆ FeedbackDuration

override float MoreMountains.Feedbacks.MMF_HoldingPause.FeedbackDuration
getset

the duration of this feedback is the duration of the pause

◆ HoldingPause

override bool MoreMountains.Feedbacks.MMF_HoldingPause.HoldingPause
get

sets the color of this feedback in the inspector


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