Feel  3.16
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MoreMountains.Feedbacks.MMF_SetActive Class Reference

Turns an object active or inactive at the various stages of the feedback More...

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

Public Types

enum  PossibleStates { PossibleStates.Active, PossibleStates.Inactive, PossibleStates.Toggle }
 the possible effects the feedback can have on the target object's status More...
 

Public Attributes

override bool HasAutomatedTargetAcquisition => true
 sets the inspector color for this feedback More...
 
GameObject TargetGameObject
 the gameobject we want to change the active state of More...
 
List< GameObject > ExtraTargetGameObjects
 a list of extra gameobjects we want to change the active state of More...
 
bool SetStateOnInit = false
 whether or not we should alter the state of the target object on init More...
 
PossibleStates StateOnInit = PossibleStates.Inactive
 how to change the state on init More...
 
bool SetStateOnPlay = false
 whether or not we should alter the state of the target object on play More...
 
PossibleStates StateOnPlay = PossibleStates.Inactive
 how to change the state on play More...
 
bool SetStateOnStop = false
 whether or not we should alter the state of the target object on stop More...
 
PossibleStates StateOnStop = PossibleStates.Inactive
 how to change the state on stop More...
 
bool SetStateOnReset = false
 whether or not we should alter the state of the target object on reset More...
 
PossibleStates StateOnReset = PossibleStates.Inactive
 how to change the state on reset More...
 
bool SetStateOnSkip = false
 whether or not we should alter the state of the target object on skip More...
 
PossibleStates StateOnSkip = PossibleStates.Inactive
 how to change the state on skip More...
 
bool SetStateOnPlayerComplete = false
 whether or not we should alter the state of the target object when the player this feedback belongs to is done playing all its feedbacks More...
 
PossibleStates StateOnPlayerComplete = PossibleStates.Inactive
 how to change the state on player complete 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 change the state of our object if needed More...
 
override void CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f)
 On Play we change the state of our object if needed More...
 
override void CustomStopFeedback (Vector3 position, float feedbacksIntensity=1)
 On Stop we change the state of our object if needed More...
 
override void CustomReset ()
 On Reset we change the state of our object if needed More...
 
override void CustomPlayerComplete ()
 On PlayerComplete we change the state of our object if needed More...
 
override void CustomSkipToTheEnd (Vector3 position, float feedbacksIntensity=1.0f)
 On Skip, changes the state of our target object if needed More...
 
virtual void SetStatus (PossibleStates state)
 Changes the status of the object More...
 
virtual void ApplyStatus (GameObject target, bool newState)
 Applies the status to the target game object More...
 
override void CustomRestoreInitialValues ()
 On restore, we put our object back at its initial position More...
 

Protected Attributes

bool _initialState
 
List< bool > _initialStates
 

Additional Inherited Members

Detailed Description

Turns an object active or inactive at the various stages of the feedback

Member Enumeration Documentation

◆ PossibleStates

the possible effects the feedback can have on the target object's status

Enumerator
Active 
Inactive 
Toggle 

Member Function Documentation

◆ ApplyStatus()

virtual void MoreMountains.Feedbacks.MMF_SetActive.ApplyStatus ( GameObject  target,
bool  newState 
)
protectedvirtual

Applies the status to the target game object

Parameters
target
newState

◆ AutomateTargetAcquisition()

override void MoreMountains.Feedbacks.MMF_SetActive.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_SetActive.CustomInitialization ( MMF_Player  owner)
protectedvirtual

On init we change the state of our object if needed

Parameters
owner

Reimplemented from MoreMountains.Feedbacks.MMF_Feedback.

◆ CustomPlayerComplete()

override void MoreMountains.Feedbacks.MMF_SetActive.CustomPlayerComplete ( )
protectedvirtual

On PlayerComplete we change the state of our object if needed

Reimplemented from MoreMountains.Feedbacks.MMF_Feedback.

◆ CustomPlayFeedback()

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

On Play we change the state of our object if needed

Parameters
position
feedbacksIntensity

Implements MoreMountains.Feedbacks.MMF_Feedback.

◆ CustomReset()

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

On Reset we change the state of our object if needed

Reimplemented from MoreMountains.Feedbacks.MMF_Feedback.

◆ CustomRestoreInitialValues()

override void MoreMountains.Feedbacks.MMF_SetActive.CustomRestoreInitialValues ( )
protectedvirtual

On restore, we put our object back at its initial position

Reimplemented from MoreMountains.Feedbacks.MMF_Feedback.

◆ CustomSkipToTheEnd()

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

On Skip, changes the state of our target object if needed

Parameters
position
feedbacksIntensity

Reimplemented from MoreMountains.Feedbacks.MMF_Feedback.

◆ CustomStopFeedback()

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

On Stop we change the state of our object if needed

Parameters
position
feedbacksIntensity

Reimplemented from MoreMountains.Feedbacks.MMF_Feedback.

◆ SetStatus()

virtual void MoreMountains.Feedbacks.MMF_SetActive.SetStatus ( PossibleStates  state)
protectedvirtual

Changes the status of the object

Parameters
state

Member Data Documentation

◆ _initialState

bool MoreMountains.Feedbacks.MMF_SetActive._initialState
protected

◆ _initialStates

List<bool> MoreMountains.Feedbacks.MMF_SetActive._initialStates
protected

◆ ExtraTargetGameObjects

List<GameObject> MoreMountains.Feedbacks.MMF_SetActive.ExtraTargetGameObjects

a list of extra gameobjects we want to change the active state of

◆ FeedbackTypeAuthorized

bool MoreMountains.Feedbacks.MMF_SetActive.FeedbackTypeAuthorized = true
static

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

◆ HasAutomatedTargetAcquisition

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

sets the inspector color for this feedback

◆ SetStateOnInit

bool MoreMountains.Feedbacks.MMF_SetActive.SetStateOnInit = false

whether or not we should alter the state of the target object on init

◆ SetStateOnPlay

bool MoreMountains.Feedbacks.MMF_SetActive.SetStateOnPlay = false

whether or not we should alter the state of the target object on play

◆ SetStateOnPlayerComplete

bool MoreMountains.Feedbacks.MMF_SetActive.SetStateOnPlayerComplete = false

whether or not we should alter the state of the target object when the player this feedback belongs to is done playing all its feedbacks

◆ SetStateOnReset

bool MoreMountains.Feedbacks.MMF_SetActive.SetStateOnReset = false

whether or not we should alter the state of the target object on reset

◆ SetStateOnSkip

bool MoreMountains.Feedbacks.MMF_SetActive.SetStateOnSkip = false

whether or not we should alter the state of the target object on skip

◆ SetStateOnStop

bool MoreMountains.Feedbacks.MMF_SetActive.SetStateOnStop = false

whether or not we should alter the state of the target object on stop

◆ StateOnInit

PossibleStates MoreMountains.Feedbacks.MMF_SetActive.StateOnInit = PossibleStates.Inactive

how to change the state on init

◆ StateOnPlay

PossibleStates MoreMountains.Feedbacks.MMF_SetActive.StateOnPlay = PossibleStates.Inactive

how to change the state on play

◆ StateOnPlayerComplete

PossibleStates MoreMountains.Feedbacks.MMF_SetActive.StateOnPlayerComplete = PossibleStates.Inactive

how to change the state on player complete

◆ StateOnReset

PossibleStates MoreMountains.Feedbacks.MMF_SetActive.StateOnReset = PossibleStates.Inactive

how to change the state on reset

◆ StateOnSkip

PossibleStates MoreMountains.Feedbacks.MMF_SetActive.StateOnSkip = PossibleStates.Inactive

how to change the state on skip

◆ StateOnStop

PossibleStates MoreMountains.Feedbacks.MMF_SetActive.StateOnStop = PossibleStates.Inactive

how to change the state on stop

◆ TargetGameObject

GameObject MoreMountains.Feedbacks.MMF_SetActive.TargetGameObject

the gameobject we want to change the active state of


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