A base class, meant to be extended, defining a Feedback. A Feedback is an action triggered by a MMFeedbacks, usually in reaction to the player's input or actions, to help communicate both emotion and legibility, improving game feel. To create a new feedback, extend this class and override its Custom methods, declared at the end of this class. You can look at the many examples for reference.
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virtual MMChannelData | ChannelData (int channel) |
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virtual void | Initialization (GameObject owner) |
| Initializes the feedback and its timing related variables More...
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virtual void | Play (Vector3 position, float feedbacksIntensity=1.0f) |
| Plays the feedback More...
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virtual void | Stop (Vector3 position, float feedbacksIntensity=1.0f) |
| Stops all feedbacks from playing. Will stop repeating feedbacks, and call custom stop implementations More...
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virtual void | ResetFeedback () |
| Calls this feedback's custom reset More...
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virtual void | SetSequence (MMSequence newSequence) |
| Use this method to change this feedback's sequence at runtime More...
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virtual void | SetDelayBetweenRepeats (float delay) |
| Use this method to specify a new delay between repeats at runtime More...
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virtual void | SetInitialDelay (float delay) |
| Use this method to specify a new initial delay at runtime More...
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bool | Active = true |
| whether or not this feedback is active More...
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string | Label = "MMFeedback" |
| the name of this feedback to display in the inspector More...
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float | Chance = 100f |
| the chance of this feedback happening (in percent : 100 : happens all the time, 0 : never happens, 50 : happens once every two calls, etc) More...
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MMFeedbackTiming | Timing |
| a number of timing-related values (delay, repeat, etc) More...
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bool | DebugActive = false |
| whether or not this feedback is in debug mode More...
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virtual void | OnEnable () |
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virtual IEnumerator | PlayCoroutine (Vector3 position, float feedbacksIntensity=1.0f) |
| An internal coroutine delaying the initial play of the feedback More...
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virtual void | RegularPlay (Vector3 position, float feedbacksIntensity=1.0f) |
| Triggers delaying coroutines if needed More...
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virtual IEnumerator | InfinitePlay (Vector3 position, float feedbacksIntensity=1.0f) |
| Internal coroutine used for repeated play without end More...
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virtual IEnumerator | RepeatedPlay (Vector3 position, float feedbacksIntensity=1.0f) |
| Internal coroutine used for repeated play More...
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virtual IEnumerator | SequenceCoroutine (Vector3 position, float feedbacksIntensity=1.0f) |
| A coroutine used to play this feedback on a sequence More...
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virtual float | ApplyDirection (float normalizedTime) |
| Returns a new value of the normalized time based on the current play direction of this feedback More...
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virtual float | ApplyTimeMultiplier (float duration) |
| Applies the host MMFeedbacks' time multiplier to this feedback More...
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virtual void | CustomInitialization (GameObject owner) |
| This method describes all custom initialization processes the feedback requires, in addition to the main Initialization method More...
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abstract void | CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f) |
| This method describes what happens when the feedback gets played More...
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virtual void | CustomStopFeedback (Vector3 position, float feedbacksIntensity=1.0f) |
| This method describes what happens when the feedback gets stopped More...
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virtual void | CustomReset () |
| This method describes what happens when the feedback gets reset More...
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GameObject | Owner [get, set] |
| the Owner of the feedback, as defined when calling the Initialization method More...
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virtual IEnumerator | Pause [get] |
| set this to true if your feedback should pause the execution of the feedback sequence More...
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virtual bool | HoldingPause [get] |
| if this is true, this feedback will wait until all previous feedbacks have run More...
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virtual bool | LooperPause [get] |
| if this is true, this feedback will wait until all previous feedbacks have run, then run all previous feedbacks again More...
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virtual bool | ScriptDrivenPause [get, set] |
| if this is true, this feedback will pause and wait until Resume() is called on its parent MMFeedbacks to resume execution More...
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virtual float | ScriptDrivenPauseAutoResume [get, set] |
| if this is a positive value, the feedback will auto resume after that duration if it hasn't been resumed via script already More...
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virtual bool | LooperStart [get] |
| if this is true, this feedback will wait until all previous feedbacks have run, then run all previous feedbacks again More...
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virtual bool | InCooldown [get] |
| returns true if this feedback is in cooldown at this time (and thus can't play), false otherwise More...
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virtual bool | IsPlaying [get, set] |
| if this is true, this feedback is currently playing More...
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float | FeedbackTime [get] |
| the time (or unscaled time) based on the selected Timing settings More...
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float | FeedbackDeltaTime [get] |
| the delta time (or unscaled delta time) based on the selected Timing settings More...
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float | TotalDuration [get] |
| The total duration of this feedback : total = initial delay + duration * (number of repeats + delay between repeats)
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virtual float | FeedbackStartedAt [get] |
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virtual float | FeedbackDuration [get, set] |
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virtual bool | FeedbackPlaying [get] |
| whether or not this feedback is playing right now More...
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virtual bool | NormalPlayDirection [get] |
| Returns true if this feedback should play normally, or false if it should play in rewind More...
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virtual bool | ShouldPlayInThisSequenceDirection [get] |
| Returns true if this feedback should play in the current parent MMFeedbacks direction, according to its MMFeedbacksDirectionCondition setting More...
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virtual float? | FinalNormalizedTime [get] |
| Returns the t value at which to evaluate a curve at the end of this feedback's play time More...
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A base class, meant to be extended, defining a Feedback. A Feedback is an action triggered by a MMFeedbacks, usually in reaction to the player's input or actions, to help communicate both emotion and legibility, improving game feel. To create a new feedback, extend this class and override its Custom methods, declared at the end of this class. You can look at the many examples for reference.
◆ ApplyDirection()
virtual float MoreMountains.Feedbacks.MMFeedback.ApplyDirection |
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float |
normalizedTime | ) |
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protectedvirtual |
Returns a new value of the normalized time based on the current play direction of this feedback
- Parameters
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- Returns
◆ ApplyTimeMultiplier()
virtual float MoreMountains.Feedbacks.MMFeedback.ApplyTimeMultiplier |
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float |
duration | ) |
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protectedvirtual |
Applies the host MMFeedbacks' time multiplier to this feedback
- Parameters
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- Returns
◆ ChannelData()
virtual MMChannelData MoreMountains.Feedbacks.MMFeedback.ChannelData |
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int |
channel | ) |
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◆ CustomInitialization()
virtual void MoreMountains.Feedbacks.MMFeedback.CustomInitialization |
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GameObject |
owner | ) |
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protectedvirtual |
This method describes all custom initialization processes the feedback requires, in addition to the main Initialization method
- Parameters
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Reimplemented in MoreMountains.Feedbacks.MMFeedbackBase.
◆ CustomPlayFeedback()
abstract void MoreMountains.Feedbacks.MMFeedback.CustomPlayFeedback |
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Vector3 |
position, |
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float |
feedbacksIntensity = 1.0f |
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protectedpure virtual |
◆ CustomReset()
virtual void MoreMountains.Feedbacks.MMFeedback.CustomReset |
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protectedvirtual |
This method describes what happens when the feedback gets reset
◆ CustomStopFeedback()
virtual void MoreMountains.Feedbacks.MMFeedback.CustomStopFeedback |
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Vector3 |
position, |
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float |
feedbacksIntensity = 1.0f |
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protectedvirtual |
◆ InfinitePlay()
virtual IEnumerator MoreMountains.Feedbacks.MMFeedback.InfinitePlay |
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Vector3 |
position, |
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float |
feedbacksIntensity = 1.0f |
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) |
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protectedvirtual |
Internal coroutine used for repeated play without end
- Parameters
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position | |
feedbacksIntensity | |
- Returns
◆ Initialization()
virtual void MoreMountains.Feedbacks.MMFeedback.Initialization |
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GameObject |
owner | ) |
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virtual |
Initializes the feedback and its timing related variables
- Parameters
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◆ OnEnable()
virtual void MoreMountains.Feedbacks.MMFeedback.OnEnable |
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◆ Play()
virtual void MoreMountains.Feedbacks.MMFeedback.Play |
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Vector3 |
position, |
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float |
feedbacksIntensity = 1.0f |
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virtual |
Plays the feedback
- Parameters
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position | |
feedbacksIntensity | |
◆ PlayCoroutine()
virtual IEnumerator MoreMountains.Feedbacks.MMFeedback.PlayCoroutine |
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Vector3 |
position, |
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float |
feedbacksIntensity = 1.0f |
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) |
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protectedvirtual |
An internal coroutine delaying the initial play of the feedback
- Parameters
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position | |
feedbacksIntensity | |
- Returns
◆ RegularPlay()
virtual void MoreMountains.Feedbacks.MMFeedback.RegularPlay |
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Vector3 |
position, |
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float |
feedbacksIntensity = 1.0f |
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) |
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protectedvirtual |
Triggers delaying coroutines if needed
- Parameters
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position | |
feedbacksIntensity | |
◆ RepeatedPlay()
virtual IEnumerator MoreMountains.Feedbacks.MMFeedback.RepeatedPlay |
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Vector3 |
position, |
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float |
feedbacksIntensity = 1.0f |
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protectedvirtual |
Internal coroutine used for repeated play
- Parameters
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position | |
feedbacksIntensity | |
- Returns
◆ ResetFeedback()
virtual void MoreMountains.Feedbacks.MMFeedback.ResetFeedback |
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Calls this feedback's custom reset
◆ SequenceCoroutine()
virtual IEnumerator MoreMountains.Feedbacks.MMFeedback.SequenceCoroutine |
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Vector3 |
position, |
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float |
feedbacksIntensity = 1.0f |
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) |
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protectedvirtual |
A coroutine used to play this feedback on a sequence
- Parameters
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position | |
feedbacksIntensity | |
- Returns
◆ SetDelayBetweenRepeats()
virtual void MoreMountains.Feedbacks.MMFeedback.SetDelayBetweenRepeats |
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float |
delay | ) |
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virtual |
Use this method to specify a new delay between repeats at runtime
- Parameters
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◆ SetInitialDelay()
virtual void MoreMountains.Feedbacks.MMFeedback.SetInitialDelay |
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float |
delay | ) |
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virtual |
Use this method to specify a new initial delay at runtime
- Parameters
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◆ SetSequence()
virtual void MoreMountains.Feedbacks.MMFeedback.SetSequence |
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MMSequence |
newSequence | ) |
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virtual |
Use this method to change this feedback's sequence at runtime
- Parameters
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◆ Stop()
virtual void MoreMountains.Feedbacks.MMFeedback.Stop |
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Vector3 |
position, |
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float |
feedbacksIntensity = 1.0f |
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virtual |
Stops all feedbacks from playing. Will stop repeating feedbacks, and call custom stop implementations
- Parameters
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position | |
feedbacksIntensity | |
◆ _beatInterval
float MoreMountains.Feedbacks.MMFeedback._beatInterval |
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◆ _channelData
◆ _hostMMFeedbacks
MMFeedbacks MoreMountains.Feedbacks.MMFeedback._hostMMFeedbacks |
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◆ _infinitePlayCoroutine
Coroutine MoreMountains.Feedbacks.MMFeedback._infinitePlayCoroutine |
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◆ _initialized
bool MoreMountains.Feedbacks.MMFeedback._initialized = false |
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◆ _isHostMMFeedbacksNotNull
bool MoreMountains.Feedbacks.MMFeedback._isHostMMFeedbacksNotNull |
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◆ _lastPlayTimestamp
float MoreMountains.Feedbacks.MMFeedback._lastPlayTimestamp = -1f |
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◆ _playCoroutine
Coroutine MoreMountains.Feedbacks.MMFeedback._playCoroutine |
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◆ _playsLeft
int MoreMountains.Feedbacks.MMFeedback._playsLeft |
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◆ _repeatedPlayCoroutine
Coroutine MoreMountains.Feedbacks.MMFeedback._repeatedPlayCoroutine |
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◆ _sequenceCoroutine
Coroutine MoreMountains.Feedbacks.MMFeedback._sequenceCoroutine |
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◆ _sequenceTrackID
int MoreMountains.Feedbacks.MMFeedback._sequenceTrackID = 0 |
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◆ Active
bool MoreMountains.Feedbacks.MMFeedback.Active = true |
whether or not this feedback is active
◆ BeatThisFrame
bool MoreMountains.Feedbacks.MMFeedback.BeatThisFrame = false |
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◆ Chance
float MoreMountains.Feedbacks.MMFeedback.Chance = 100f |
the chance of this feedback happening (in percent : 100 : happens all the time, 0 : never happens, 50 : happens once every two calls, etc)
◆ CurrentSequenceIndex
int MoreMountains.Feedbacks.MMFeedback.CurrentSequenceIndex = 0 |
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◆ DebugActive
bool MoreMountains.Feedbacks.MMFeedback.DebugActive = false |
whether or not this feedback is in debug mode
◆ Label
string MoreMountains.Feedbacks.MMFeedback.Label = "MMFeedback" |
the name of this feedback to display in the inspector
◆ LastBeatIndex
int MoreMountains.Feedbacks.MMFeedback.LastBeatIndex = 0 |
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◆ LastBeatTimestamp
float MoreMountains.Feedbacks.MMFeedback.LastBeatTimestamp = 0f |
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◆ Timing
a number of timing-related values (delay, repeat, etc)
◆ FeedbackDeltaTime
float MoreMountains.Feedbacks.MMFeedback.FeedbackDeltaTime |
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get |
the delta time (or unscaled delta time) based on the selected Timing settings
◆ FeedbackDuration
virtual float MoreMountains.Feedbacks.MMFeedback.FeedbackDuration |
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getset |
◆ FeedbackPlaying
virtual bool MoreMountains.Feedbacks.MMFeedback.FeedbackPlaying |
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get |
whether or not this feedback is playing right now
◆ FeedbackStartedAt
virtual float MoreMountains.Feedbacks.MMFeedback.FeedbackStartedAt |
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get |
◆ FeedbackTime
float MoreMountains.Feedbacks.MMFeedback.FeedbackTime |
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get |
the time (or unscaled time) based on the selected Timing settings
◆ FinalNormalizedTime
virtual float? MoreMountains.Feedbacks.MMFeedback.FinalNormalizedTime |
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getprotected |
Returns the t value at which to evaluate a curve at the end of this feedback's play time
◆ HoldingPause
virtual bool MoreMountains.Feedbacks.MMFeedback.HoldingPause |
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get |
if this is true, this feedback will wait until all previous feedbacks have run
◆ InCooldown
virtual bool MoreMountains.Feedbacks.MMFeedback.InCooldown |
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get |
returns true if this feedback is in cooldown at this time (and thus can't play), false otherwise
an overridable color for your feedback, that can be redefined per feedback. White is the only reserved color, and the feedback will revert to normal (light or dark skin) when left to White
◆ IsPlaying
virtual bool MoreMountains.Feedbacks.MMFeedback.IsPlaying |
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getset |
if this is true, this feedback is currently playing
◆ LooperPause
virtual bool MoreMountains.Feedbacks.MMFeedback.LooperPause |
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get |
if this is true, this feedback will wait until all previous feedbacks have run, then run all previous feedbacks again
◆ LooperStart
virtual bool MoreMountains.Feedbacks.MMFeedback.LooperStart |
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get |
if this is true, this feedback will wait until all previous feedbacks have run, then run all previous feedbacks again
◆ NormalPlayDirection
virtual bool MoreMountains.Feedbacks.MMFeedback.NormalPlayDirection |
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get |
Returns true if this feedback should play normally, or false if it should play in rewind
◆ Owner
GameObject MoreMountains.Feedbacks.MMFeedback.Owner |
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getset |
the Owner of the feedback, as defined when calling the Initialization method
◆ Pause
virtual IEnumerator MoreMountains.Feedbacks.MMFeedback.Pause |
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get |
set this to true if your feedback should pause the execution of the feedback sequence
◆ ScriptDrivenPause
virtual bool MoreMountains.Feedbacks.MMFeedback.ScriptDrivenPause |
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getset |
if this is true, this feedback will pause and wait until Resume() is called on its parent MMFeedbacks to resume execution
◆ ScriptDrivenPauseAutoResume
virtual float MoreMountains.Feedbacks.MMFeedback.ScriptDrivenPauseAutoResume |
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getset |
if this is a positive value, the feedback will auto resume after that duration if it hasn't been resumed via script already
◆ ShouldPlayInThisSequenceDirection
virtual bool MoreMountains.Feedbacks.MMFeedback.ShouldPlayInThisSequenceDirection |
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get |
Returns true if this feedback should play in the current parent MMFeedbacks direction, according to its MMFeedbacksDirectionCondition setting
◆ TotalDuration
float MoreMountains.Feedbacks.MMFeedback.TotalDuration |
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get |
The total duration of this feedback : total = initial delay + duration * (number of repeats + delay between repeats)
The documentation for this class was generated from the following file:
- F:/Github/Store/Feel/Assets/Feel/MMFeedbacks/MMFeedbacks/Core/Legacy/MMFeedback.cs