Feel 5.9.1
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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 { Active , Inactive , Toggle }
 the possible effects the feedback can have on the target object's status More...

Public Attributes

GameObject TargetGameObject
 the gameobject we want to change the active state of
List< GameObject > ExtraTargetGameObjects = new List<GameObject>()
 a list of extra gameobjects we want to change the active state of
bool IgnorePlayDirection = false
 if this is true, the applied state will be the one you select below. if this is false the applied state will be impacted by the play direction (inverting the choice set below if playing in reverse)
bool SetStateOnInit = false
 whether or not we should alter the state of the target object on init
PossibleStates StateOnInit = PossibleStates.Inactive
 how to change the state on init
bool SetStateOnPlay = false
 whether or not we should alter the state of the target object on play
PossibleStates StateOnPlay = PossibleStates.Inactive
 how to change the state on play
bool SetStateOnStop = false
 whether or not we should alter the state of the target object on stop
PossibleStates StateOnStop = PossibleStates.Inactive
 how to change the state on stop
bool SetStateOnReset = false
 whether or not we should alter the state of the target object on reset
PossibleStates StateOnReset = PossibleStates.Inactive
 how to change the state on reset
bool SetStateOnSkip = false
 whether or not we should alter the state of the target object on skip
PossibleStates StateOnSkip = PossibleStates.Inactive
 how to change the state on skip
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
PossibleStates StateOnPlayerComplete = PossibleStates.Inactive
 how to change the state on player complete

Static Public Attributes

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

Protected Member Functions

override void AutomateTargetAcquisition ()
 A method meant to be implemented per feedback letting you specify what happens (usually setting a target)
override void CustomInitialization (MMF_Player owner)
 On init we change the state of our object if needed.
override void CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f)
 On Play we change the state of our object if needed.
override void CustomStopFeedback (Vector3 position, float feedbacksIntensity=1)
 On Stop we change the state of our object if needed.
override void CustomReset ()
 On Reset we change the state of our object if needed.
override void CustomPlayerComplete ()
 On PlayerComplete we change the state of our object if needed.
override void CustomSkipToTheEnd (Vector3 position, float feedbacksIntensity=1.0f)
 On Skip, changes the state of our target object if needed.
virtual void SetStatus (PossibleStates state)
 Changes the status of the object.
virtual void ApplyStatus (GameObject target, bool newState)
 Applies the status to the target game object.
override void CustomRestoreInitialValues ()
 On restore, we put our object back at its initial position.

Protected Attributes

bool _initialState
List< bool > _initialStates

Properties

override bool HasAutomatedTargetAcquisition [get]
 sets the inspector color for this feedback

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 )
protected

On Play we change the state of our object if needed.

Parameters
position
feedbacksIntensity

◆ 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 = new List<GameObject>()

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

◆ IgnorePlayDirection

bool MoreMountains.Feedbacks.MMF_SetActive.IgnorePlayDirection = false

if this is true, the applied state will be the one you select below. if this is false the applied state will be impacted by the play direction (inverting the choice set below if playing in reverse)

◆ 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

Property Documentation

◆ HasAutomatedTargetAcquisition

override bool MoreMountains.Feedbacks.MMF_SetActive.HasAutomatedTargetAcquisition
get

sets the inspector color for this feedback


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