Feel  3.16
The best way to improve your game's feel and make it extra juicy
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 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

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

Protected Member Functions

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

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 
)
protectedvirtual

On play we trigger our pause

Parameters
position
feedbacksIntensity

Implements 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

Member Data Documentation

◆ 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 Resume() method on the host MMFeedbacks 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: