Feel  4.0.1
The best way to improve your game's feel and make it extra juicy
MoreMountains.Feedbacks.MMF_TMPDilate Class Reference

This feedback lets you dilate a TMP text over time More...

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

Public Attributes

override bool HasCustomInspectors => true
 sets the inspector color for this feedback More...
 
bool RelativeValues = true
 whether or not values should be relative More...
 
MMFeedbackBase.Modes Mode = MMFeedbackBase.Modes.OverTime
 the selected mode More...
 
float Duration = 0.5f
 the duration of the feedback, in seconds More...
 
MMTweenType DilateCurve = new MMTweenType(new AnimationCurve(new Keyframe(0, 0.5f), new Keyframe(0.3f, 1f), new Keyframe(1, 0.5f)))
 the curve to tween on More...
 
float RemapZero = -1f
 the value to remap the curve's 0 to More...
 
float RemapOne = 1f
 the value to remap the curve's 1 to More...
 
float InstantDilate
 the value to move to in instant mode More...
 
bool AllowAdditivePlays = false
 if this is true, calling that feedback will trigger it, even if it's in progress. If it's false, it'll prevent any new Play until the current one is over 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 CustomInitialization (MMF_Player owner)
 On init we grab our initial dilate value More...
 
override void CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f)
 On Play we turn animate our transition More...
 
virtual IEnumerator ApplyValueOverTime ()
 Applies our dilate value over time More...
 
virtual void SetValue (float time)
 Sets the Dilate value More...
 
override void CustomStopFeedback (Vector3 position, float feedbacksIntensity=1)
 Stops the animation if needed More...
 
override void CustomRestoreInitialValues ()
 On restore, we put our object back at its initial position More...
 

Protected Attributes

float _initialDilate
 
Coroutine _coroutine
 

Properties

override float? FeedbackDuration [get, set]
 the duration of this feedback is the duration of the transition, or 0 if instant More...
 

Additional Inherited Members

Detailed Description

This feedback lets you dilate a TMP text over time

Member Function Documentation

◆ ApplyValueOverTime()

virtual IEnumerator MoreMountains.Feedbacks.MMF_TMPDilate.ApplyValueOverTime ( )
protectedvirtual

Applies our dilate value over time

Returns

◆ CustomInitialization()

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

On init we grab our initial dilate value

Parameters
owner

Reimplemented from MoreMountains.Feedbacks.MMF_Feedback.

◆ CustomPlayFeedback()

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

On Play we turn animate our transition

Parameters
position
feedbacksIntensity

Implements MoreMountains.Feedbacks.MMF_Feedback.

◆ CustomRestoreInitialValues()

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

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

Reimplemented from MoreMountains.Feedbacks.MMF_Feedback.

◆ CustomStopFeedback()

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

Stops the animation if needed

Parameters
position
feedbacksIntensity

Reimplemented from MoreMountains.Feedbacks.MMF_Feedback.

◆ SetValue()

virtual void MoreMountains.Feedbacks.MMF_TMPDilate.SetValue ( float  time)
protectedvirtual

Sets the Dilate value

Parameters
time

Member Data Documentation

◆ _coroutine

Coroutine MoreMountains.Feedbacks.MMF_TMPDilate._coroutine
protected

◆ _initialDilate

float MoreMountains.Feedbacks.MMF_TMPDilate._initialDilate
protected

◆ AllowAdditivePlays

bool MoreMountains.Feedbacks.MMF_TMPDilate.AllowAdditivePlays = false

if this is true, calling that feedback will trigger it, even if it's in progress. If it's false, it'll prevent any new Play until the current one is over

◆ DilateCurve

MMTweenType MoreMountains.Feedbacks.MMF_TMPDilate.DilateCurve = new MMTweenType(new AnimationCurve(new Keyframe(0, 0.5f), new Keyframe(0.3f, 1f), new Keyframe(1, 0.5f)))

the curve to tween on

◆ Duration

float MoreMountains.Feedbacks.MMF_TMPDilate.Duration = 0.5f

the duration of the feedback, in seconds

◆ FeedbackTypeAuthorized

bool MoreMountains.Feedbacks.MMF_TMPDilate.FeedbackTypeAuthorized = true
static

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

◆ HasCustomInspectors

override bool MoreMountains.Feedbacks.MMF_TMPDilate.HasCustomInspectors => true

sets the inspector color for this feedback

◆ InstantDilate

float MoreMountains.Feedbacks.MMF_TMPDilate.InstantDilate

the value to move to in instant mode

◆ Mode

MMFeedbackBase.Modes MoreMountains.Feedbacks.MMF_TMPDilate.Mode = MMFeedbackBase.Modes.OverTime

the selected mode

◆ RelativeValues

bool MoreMountains.Feedbacks.MMF_TMPDilate.RelativeValues = true

whether or not values should be relative

◆ RemapOne

float MoreMountains.Feedbacks.MMF_TMPDilate.RemapOne = 1f

the value to remap the curve's 1 to

◆ RemapZero

float MoreMountains.Feedbacks.MMF_TMPDilate.RemapZero = -1f

the value to remap the curve's 0 to

Property Documentation

◆ FeedbackDuration

override float? MoreMountains.Feedbacks.MMF_TMPDilate.FeedbackDuration
getset

the duration of this feedback is the duration of the transition, or 0 if instant


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