Feel 5.9.1
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MoreMountains.Feedbacks.MMF_Pause Class Reference

This feedback will cause a pause when met, preventing any other feedback lower in the sequence to run until it's complete. More...

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

Public Attributes

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

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

Protected Member Functions

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.

Protected Attributes

Coroutine _pauseCoroutine

Properties

override IEnumerator Pause [get]
override float FeedbackDuration [get, set]
 the duration of this feedback is the duration of the pause

Additional Inherited Members

Detailed Description

This feedback will cause a pause when met, preventing any other feedback lower in the sequence to run until it's complete.

Member Function Documentation

◆ CustomInitialization()

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

On init we cache our wait for seconds.

Parameters
owner

Reimplemented from MoreMountains.Feedbacks.MMF_Feedback.

◆ CustomPlayFeedback()

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

On play we trigger our pause.

Parameters
position
feedbacksIntensity

◆ CustomStopFeedback()

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

On Stop, we stop our pause.

Parameters
position
feedbacksIntensity

Reimplemented from MoreMountains.Feedbacks.MMF_Feedback.

◆ PauseWait()

virtual IEnumerator MoreMountains.Feedbacks.MMF_Pause.PauseWait ( )
protectedvirtual

An IEnumerator used to wait for the duration of the pause, on scaled or unscaled time.

Returns

◆ PlayPause()

virtual IEnumerator MoreMountains.Feedbacks.MMF_Pause.PlayPause ( )
protectedvirtual

Pause coroutine.

Returns

◆ ProcessNewPauseDuration()

virtual void MoreMountains.Feedbacks.MMF_Pause.ProcessNewPauseDuration ( )
protectedvirtual

Computes a new pause duration if needed.

Member Data Documentation

◆ _pauseCoroutine

Coroutine MoreMountains.Feedbacks.MMF_Pause._pauseCoroutine
protected

◆ AutoResume

bool MoreMountains.Feedbacks.MMF_Pause.AutoResume = false

if this is true, a script driven pause will resume after its AutoResumeAfter delay, whether it has been manually resumed or not

◆ AutoResumeAfter

float MoreMountains.Feedbacks.MMF_Pause.AutoResumeAfter = 0.25f

the duration after which to auto resume, regardless of manual resume calls beforehand

◆ FeedbackTypeAuthorized

bool MoreMountains.Feedbacks.MMF_Pause.FeedbackTypeAuthorized = true
static

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

◆ MaxPauseDuration

float MoreMountains.Feedbacks.MMF_Pause.MaxPauseDuration = 3f

◆ MinPauseDuration

float MoreMountains.Feedbacks.MMF_Pause.MinPauseDuration = 1f

◆ PauseDuration

float MoreMountains.Feedbacks.MMF_Pause.PauseDuration = 1f

the duration of the pause, in seconds

◆ RandomizeOnEachPlay

bool MoreMountains.Feedbacks.MMF_Pause.RandomizeOnEachPlay = true

◆ RandomizePauseDuration

bool MoreMountains.Feedbacks.MMF_Pause.RandomizePauseDuration = false

◆ ScriptDriven

bool MoreMountains.Feedbacks.MMF_Pause.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

Property Documentation

◆ FeedbackDuration

override float MoreMountains.Feedbacks.MMF_Pause.FeedbackDuration
getset

the duration of this feedback is the duration of the pause

◆ Pause

override IEnumerator MoreMountains.Feedbacks.MMF_Pause.Pause
get

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