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

This feedback will play the associated particles system on play, and stop it on stop More...

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

Public Types

enum  Modes { Modes.Play, Modes.Stop, Modes.Pause, Modes.Emit }
 

Public Attributes

override bool HasAutomatedTargetAcquisition => true
 
Modes Mode = Modes.Play
 whether to Play, Stop or Pause the target particle system when that feedback is played More...
 
int EmitCount = 100
 in Emit mode, the amount of particles per emit More...
 
ParticleSystem BoundParticleSystem
 the particle system to play with this feedback More...
 
List< ParticleSystem > RandomParticleSystems
 a list of (optional) particle systems More...
 
bool MoveToPosition = false
 if this is true, the particles will be moved to the position passed in parameters More...
 
bool ActivateOnPlay = false
 if this is true, the particle system's object will be set active on play More...
 
bool StopSystemOnInit = true
 if this is true, the particle system will be stopped on initialization More...
 
bool StopSystemOnReset = true
 if this is true, the particle system will be stopped on reset More...
 
bool StopSystemOnStopFeedback = true
 if this is true, the particle system will be stopped on feedback stop More...
 
float DeclaredDuration = 0f
 the duration for the player to consider. This won't impact your particle system, but is a way to communicate to the MMF Player the duration of this feedback. Usually you'll want it to match your actual particle system, and setting it can be useful to have this feedback work with holding pauses. More...
 
bool ForceSimulationSpeed = false
 whether or not to force a specific simulation speed on the target particle system(s) More...
 
Vector2 ForcedSimulationSpeed = new Vector2(0.1f,1f)
 The min and max values at which to randomize the simulation speed, if ForceSimulationSpeed is true. A new value will be randomized every time this feedback plays. 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 AutomateTargetAcquisition ()
 A method meant to be implemented per feedback letting you specify what happens (usually setting a target) More...
 
override void CustomInitialization (MMF_Player owner)
 On init we stop our particle system More...
 
override void CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f)
 On play we play our particle system More...
 
override void CustomStopFeedback (Vector3 position, float feedbacksIntensity=1.0f)
 On Stop, stops the particle system More...
 
override void CustomReset ()
 On Reset, stops the particle system More...
 
virtual void PlayParticles (Vector3 position)
 Plays a particle system More...
 
virtual void HandleParticleSystemAction (ParticleSystem targetParticleSystem)
 Changes the target particle system's sim speed if needed, and calls the specified action on it More...
 
virtual void StopParticles ()
 Stops all particle systems More...
 

Protected Attributes

ParticleSystem.EmitParams _emitParams
 

Properties

override float FeedbackDuration [get, set]
 

Additional Inherited Members

Detailed Description

This feedback will play the associated particles system on play, and stop it on stop

Member Enumeration Documentation

◆ Modes

Enumerator
Play 
Stop 
Pause 
Emit 

Member Function Documentation

◆ AutomateTargetAcquisition()

override void MoreMountains.Feedbacks.MMF_Particles.AutomateTargetAcquisition ( )
protectedvirtual

A method meant to be implemented per feedback letting you specify what happens (usually setting a target)

Reimplemented from MoreMountains.Feedbacks.MMF_Feedback.

◆ CustomInitialization()

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

On init we stop our particle system

Parameters
owner

Reimplemented from MoreMountains.Feedbacks.MMF_Feedback.

◆ CustomPlayFeedback()

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

On play we play our particle system

Parameters
position
feedbacksIntensity

Implements MoreMountains.Feedbacks.MMF_Feedback.

◆ CustomReset()

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

On Reset, stops the particle system

Reimplemented from MoreMountains.Feedbacks.MMF_Feedback.

◆ CustomStopFeedback()

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

On Stop, stops the particle system

Parameters
position
feedbacksIntensity

Reimplemented from MoreMountains.Feedbacks.MMF_Feedback.

◆ HandleParticleSystemAction()

virtual void MoreMountains.Feedbacks.MMF_Particles.HandleParticleSystemAction ( ParticleSystem  targetParticleSystem)
protectedvirtual

Changes the target particle system's sim speed if needed, and calls the specified action on it

Parameters
targetParticleSystem

◆ PlayParticles()

virtual void MoreMountains.Feedbacks.MMF_Particles.PlayParticles ( Vector3  position)
protectedvirtual

Plays a particle system

Parameters
position

◆ StopParticles()

virtual void MoreMountains.Feedbacks.MMF_Particles.StopParticles ( )
protectedvirtual

Stops all particle systems

Member Data Documentation

◆ _emitParams

ParticleSystem.EmitParams MoreMountains.Feedbacks.MMF_Particles._emitParams
protected

◆ ActivateOnPlay

bool MoreMountains.Feedbacks.MMF_Particles.ActivateOnPlay = false

if this is true, the particle system's object will be set active on play

◆ BoundParticleSystem

ParticleSystem MoreMountains.Feedbacks.MMF_Particles.BoundParticleSystem

the particle system to play with this feedback

◆ DeclaredDuration

float MoreMountains.Feedbacks.MMF_Particles.DeclaredDuration = 0f

the duration for the player to consider. This won't impact your particle system, but is a way to communicate to the MMF Player the duration of this feedback. Usually you'll want it to match your actual particle system, and setting it can be useful to have this feedback work with holding pauses.

◆ EmitCount

int MoreMountains.Feedbacks.MMF_Particles.EmitCount = 100

in Emit mode, the amount of particles per emit

◆ FeedbackTypeAuthorized

bool MoreMountains.Feedbacks.MMF_Particles.FeedbackTypeAuthorized = true
static

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

◆ ForcedSimulationSpeed

Vector2 MoreMountains.Feedbacks.MMF_Particles.ForcedSimulationSpeed = new Vector2(0.1f,1f)

The min and max values at which to randomize the simulation speed, if ForceSimulationSpeed is true. A new value will be randomized every time this feedback plays.

◆ ForceSimulationSpeed

bool MoreMountains.Feedbacks.MMF_Particles.ForceSimulationSpeed = false

whether or not to force a specific simulation speed on the target particle system(s)

◆ HasAutomatedTargetAcquisition

override bool MoreMountains.Feedbacks.MMF_Particles.HasAutomatedTargetAcquisition => true

◆ Mode

Modes MoreMountains.Feedbacks.MMF_Particles.Mode = Modes.Play

whether to Play, Stop or Pause the target particle system when that feedback is played

◆ MoveToPosition

bool MoreMountains.Feedbacks.MMF_Particles.MoveToPosition = false

if this is true, the particles will be moved to the position passed in parameters

◆ RandomParticleSystems

List<ParticleSystem> MoreMountains.Feedbacks.MMF_Particles.RandomParticleSystems

a list of (optional) particle systems

◆ StopSystemOnInit

bool MoreMountains.Feedbacks.MMF_Particles.StopSystemOnInit = true

if this is true, the particle system will be stopped on initialization

◆ StopSystemOnReset

bool MoreMountains.Feedbacks.MMF_Particles.StopSystemOnReset = true

if this is true, the particle system will be stopped on reset

◆ StopSystemOnStopFeedback

bool MoreMountains.Feedbacks.MMF_Particles.StopSystemOnStopFeedback = true

if this is true, the particle system will be stopped on feedback stop

Property Documentation

◆ FeedbackDuration

override float MoreMountains.Feedbacks.MMF_Particles.FeedbackDuration
getset

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