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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.
override void CustomStopFeedback (Vector3 position, float feedbacksIntensity=1)
 On Stop, we stop our pause.
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.
override void CustomInitialization (MMF_Player owner)
 On init we cache our wait for seconds.
override void CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f)
 On play we trigger our pause.
override void CustomStopFeedback (Vector3 position, float feedbacksIntensity=1)
 On Stop, we stop our pause.
virtual void ProcessNewPauseDuration ()
 Computes a new pause duration if needed.
virtual IEnumerator PlayPause ()
 Pause coroutine.

Properties

override bool HoldingPause [get]
 sets the color of this feedback in the inspector
override float FeedbackDuration [get, set]
 the duration of this feedback is the duration of the pause
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

Additional Inherited Members

Public Attributes inherited from MoreMountains.Feedbacks.MMF_Pause
float PauseDuration = 1f
 the duration of the pause, in seconds
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 ResumeFeedbacks() method on the host MMF_Player for this pause to stop, and the rest of the sequence to play
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
float AutoResumeAfter = 0.25f
 the duration after which to auto resume, regardless of manual resume calls beforehand
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
Protected Attributes inherited from MoreMountains.Feedbacks.MMF_Pause
Coroutine _pauseCoroutine

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 )
protected

On custom play we just play our pause.

Parameters
position
feedbacksIntensity

◆ CustomStopFeedback()

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

On Stop, we stop our pause.

Parameters
position
feedbacksIntensity

Reimplemented from 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: