Feel 5.9.1
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MoreMountains.Feedbacks.MMF_Looper Class Reference

This feedback will move the current "head" of an MMF_Player sequence back to another feedback above in the list. What feedback the head lands on depends on your settings : you can decide to have it loop at last pause, or at the last LoopStart feedback in the list (or both). Furthermore, you can decide to have it loop multiple times and cause a pause when met. More...

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

Public Member Functions

virtual void TriggerOnLoop (MMFeedbacks source)

Public Attributes

bool LoopAtLastPause = true
 if this is true, this feedback, when met, will cause the MMF_Player to reposition its 'head' to the first pause found above it (going from this feedback to the top), or to the start if none is found
bool LoopAtLastLoopStart = true
 if this is true, this feedback, when met, will cause the MMF_Player to reposition its 'head' to the first LoopStart feedback found above it (going from this feedback to the top), or to the start if none is found
bool InfiniteLoop = false
 if this is true, the looper will loop forever
int NumberOfLoops = 2
 how many times this loop should run
int NumberOfLoopsLeft = 1
 the amount of loops left (updated at runtime)
bool InInfiniteLoop = false
 whether we are in an infinite loop at this time or not
bool TriggerMMFeedbacksEvents = true
 whether or not to trigger a Loop MMFeedbacksEvent when this looper is reached
UnityEvent OnLoop
 a Unity Event to invoke when the looper is reached
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

Protected Member Functions

override void CustomInitialization (MMF_Player owner)
 On init we initialize our number of loops left.
override void CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f)
 On play we decrease our counter and play our pause.
override void CustomStopFeedback (Vector3 position, float feedbacksIntensity=1)
 On custom stop, we exit our infinite loop.
override void CustomReset ()
 On reset we reset our amount of loops left.
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 LooperPause [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

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 move the current "head" of an MMF_Player sequence back to another feedback above in the list. What feedback the head lands on depends on your settings : you can decide to have it loop at last pause, or at the last LoopStart feedback in the list (or both). Furthermore, you can decide to have it loop multiple times and cause a pause when met.

Member Function Documentation

◆ CustomInitialization()

override void MoreMountains.Feedbacks.MMF_Looper.CustomInitialization ( MMF_Player owner)
protectedvirtual

On init we initialize our number of loops left.

Parameters
owner

Reimplemented from MoreMountains.Feedbacks.MMF_Feedback.

◆ CustomPlayFeedback()

override void MoreMountains.Feedbacks.MMF_Looper.CustomPlayFeedback ( Vector3 position,
float feedbacksIntensity = 1::0f )
protected

On play we decrease our counter and play our pause.

Parameters
position
feedbacksIntensity

◆ CustomReset()

override void MoreMountains.Feedbacks.MMF_Looper.CustomReset ( )
protectedvirtual

On reset we reset our amount of loops left.

Reimplemented from MoreMountains.Feedbacks.MMF_Feedback.

◆ CustomStopFeedback()

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

On custom stop, we exit our infinite loop.

Parameters
position
feedbacksIntensity

Reimplemented from MoreMountains.Feedbacks.MMF_Feedback.

◆ TriggerOnLoop()

virtual void MoreMountains.Feedbacks.MMF_Looper.TriggerOnLoop ( MMFeedbacks source)
virtual
Parameters
source

Member Data Documentation

◆ InfiniteLoop

bool MoreMountains.Feedbacks.MMF_Looper.InfiniteLoop = false

if this is true, the looper will loop forever

◆ InInfiniteLoop

bool MoreMountains.Feedbacks.MMF_Looper.InInfiniteLoop = false

whether we are in an infinite loop at this time or not

◆ LoopAtLastLoopStart

bool MoreMountains.Feedbacks.MMF_Looper.LoopAtLastLoopStart = true

if this is true, this feedback, when met, will cause the MMF_Player to reposition its 'head' to the first LoopStart feedback found above it (going from this feedback to the top), or to the start if none is found

◆ LoopAtLastPause

bool MoreMountains.Feedbacks.MMF_Looper.LoopAtLastPause = true

if this is true, this feedback, when met, will cause the MMF_Player to reposition its 'head' to the first pause found above it (going from this feedback to the top), or to the start if none is found

◆ NumberOfLoops

int MoreMountains.Feedbacks.MMF_Looper.NumberOfLoops = 2

how many times this loop should run

◆ NumberOfLoopsLeft

int MoreMountains.Feedbacks.MMF_Looper.NumberOfLoopsLeft = 1

the amount of loops left (updated at runtime)

◆ OnLoop

UnityEvent MoreMountains.Feedbacks.MMF_Looper.OnLoop

a Unity Event to invoke when the looper is reached

◆ TriggerMMFeedbacksEvents

bool MoreMountains.Feedbacks.MMF_Looper.TriggerMMFeedbacksEvents = true

whether or not to trigger a Loop MMFeedbacksEvent when this looper is reached

Property Documentation

◆ FeedbackDuration

override float MoreMountains.Feedbacks.MMF_Looper.FeedbackDuration
getset

the duration of this feedback is the duration of the pause

◆ LooperPause

override bool MoreMountains.Feedbacks.MMF_Looper.LooperPause
get

sets the color of this feedback in the inspector


The documentation for this class was generated from the following file:
  • H:/Code/MoreMountains/feel/Assets/Feel/MMFeedbacks/MMFeedbacks/Feedbacks/MMF_Looper.cs