Feel 5.9.1
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MoreMountains.Feedbacks.MMFeedbackBase Class Referenceabstract
Inheritance diagram for MoreMountains.Feedbacks.MMFeedbackBase:
MoreMountains.Feedbacks.MMFeedback

Public Types

enum  Modes { OverTime , Instant }
 the possible modes for this feedback More...

Public Attributes

Modes Mode = Modes.OverTime
 whether the feedback should affect the target property instantly or over a period of time
float Duration = 0.2f
 how long the target property should change over time
bool StartsOff = false
 whether or not that target property should be turned off on start
bool RelativeValues = true
 whether or not the values should be relative or not
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
bool DisableOnStop = false
 if this is true, the target object will be disabled on stop
Public Attributes inherited from MoreMountains.Feedbacks.MMFeedback
bool Active = true
 whether or not this feedback is active
string Label = "MMFeedback"
 the name of this feedback to display in the inspector
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)
MMFeedbackTiming Timing
 a number of timing-related values (delay, repeat, etc)
bool DebugActive = false
 whether or not this feedback is in debug mode

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 CustomInitialization (GameObject owner)
 On init we turn the target property off if needed.
virtual void PrepareTargets ()
 Creates a new list, fills the targets, and initializes them.
virtual void OnValidate ()
 On validate (if a value has changed in the inspector), we reinitialize what needs to be.
void FillTargets ()
 Fills our list of targets, meant to be extended.
virtual void InitializeTargets ()
 Initializes each target in the list.
override void CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f)
 On Play we turn our target property on and start an over time coroutine if needed.
virtual void Instant ()
 Plays an instant feedback.
virtual IEnumerator UpdateValueSequence (float feedbacksIntensity)
 This coroutine will modify the values on the target property.
virtual void SetValues (float time, float feedbacksIntensity)
 Sets the various values on the target property on a specified time (between 0 and 1)
override void CustomStopFeedback (Vector3 position, float feedbacksIntensity=1)
 Turns the target property object off on stop if needed.
virtual void Turn (bool status)
 Turns the target object on or off.
Protected Member Functions inherited from MoreMountains.Feedbacks.MMFeedback
virtual void OnEnable ()
virtual IEnumerator PlayCoroutine (Vector3 position, float feedbacksIntensity=1.0f)
 An internal coroutine delaying the initial play of the feedback.
virtual void RegularPlay (Vector3 position, float feedbacksIntensity=1.0f)
 Triggers delaying coroutines if needed.
virtual IEnumerator InfinitePlay (Vector3 position, float feedbacksIntensity=1.0f)
 Internal coroutine used for repeated play without end.
virtual IEnumerator RepeatedPlay (Vector3 position, float feedbacksIntensity=1.0f)
 Internal coroutine used for repeated play.
virtual IEnumerator SequenceCoroutine (Vector3 position, float feedbacksIntensity=1.0f)
 A coroutine used to play this feedback on a sequence.
virtual float ApplyDirection (float normalizedTime)
 Returns a new value of the normalized time based on the current play direction of this feedback.
virtual float ApplyTimeMultiplier (float duration)
 Applies the host MMFeedbacks' time multiplier to this feedback.
void CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f)
 This method describes what happens when the feedback gets played.
virtual void CustomReset ()
 This method describes what happens when the feedback gets reset.

Protected Attributes

List< MMFeedbackBaseTarget_targets
Coroutine _coroutine = null
Protected Attributes inherited from MoreMountains.Feedbacks.MMFeedback
float _lastPlayTimestamp = -1f
int _playsLeft
bool _initialized = false
Coroutine _playCoroutine
Coroutine _infinitePlayCoroutine
Coroutine _sequenceCoroutine
Coroutine _repeatedPlayCoroutine
int _sequenceTrackID = 0
MMFeedbacks _hostMMFeedbacks
float _beatInterval
bool BeatThisFrame = false
int LastBeatIndex = 0
int CurrentSequenceIndex = 0
float LastBeatTimestamp = 0f
bool _isHostMMFeedbacksNotNull
MMChannelData _channelData

Properties

override float FeedbackDuration [get, set]
 the duration of this feedback is the duration of the target property, or 0 if instant
Properties inherited from MoreMountains.Feedbacks.MMFeedback
GameObject Owner [get, set]
 the Owner of the feedback, as defined when calling the Initialization method
virtual IEnumerator Pause [get]
 set this to true if your feedback should pause the execution of the feedback sequence
virtual bool HoldingPause [get]
 if this is true, this feedback will wait until all previous feedbacks have run
virtual bool LooperPause [get]
 if this is true, this feedback will wait until all previous feedbacks have run, then run all previous feedbacks again
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
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
virtual bool LooperStart [get]
 if this is true, this feedback will wait until all previous feedbacks have run, then run all previous feedbacks again
virtual bool InCooldown [get]
 returns true if this feedback is in cooldown at this time (and thus can't play), false otherwise
virtual bool IsPlaying [get, set]
 if this is true, this feedback is currently playing
float FeedbackTime [get]
 the time (or unscaled time) based on the selected Timing settings
float FeedbackDeltaTime [get]
 the delta time (or unscaled delta time) based on the selected Timing settings
float TotalDuration [get]
 The total duration of this feedback : total = initial delay + duration * (number of repeats + delay between repeats)
virtual float FeedbackStartedAt [get]
virtual float FeedbackDuration [get, set]
virtual bool FeedbackPlaying [get]
 whether or not this feedback is playing right now
virtual bool NormalPlayDirection [get]
 Returns true if this feedback should play normally, or false if it should play in rewind.
virtual bool ShouldPlayInThisSequenceDirection [get]
 Returns true if this feedback should play in the current parent MMFeedbacks direction, according to its MMFeedbacksDirectionCondition setting.
virtual float FinalNormalizedTime [get]
 Returns the t value at which to evaluate a curve at the end of this feedback's play time.

Additional Inherited Members

Public Member Functions inherited from MoreMountains.Feedbacks.MMFeedback
virtual MMChannelData ChannelData (int channel)
virtual void Initialization (GameObject owner)
 Initializes the feedback and its timing related variables.
virtual void Play (Vector3 position, float feedbacksIntensity=1.0f)
 Plays the feedback.
virtual void Stop (Vector3 position, float feedbacksIntensity=1.0f)
 Stops all feedbacks from playing. Will stop repeating feedbacks, and call custom stop implementations.
virtual void ResetFeedback ()
 Calls this feedback's custom reset.
virtual void SetSequence (MMSequence newSequence)
 Use this method to change this feedback's sequence at runtime.
virtual void SetDelayBetweenRepeats (float delay)
 Use this method to specify a new delay between repeats at runtime.
virtual void SetInitialDelay (float delay)
 Use this method to specify a new initial delay at runtime.

Member Enumeration Documentation

◆ Modes

the possible modes for this feedback

Enumerator
OverTime 
Instant 

Member Function Documentation

◆ CustomInitialization()

override void MoreMountains.Feedbacks.MMFeedbackBase.CustomInitialization ( GameObject owner)
protectedvirtual

On init we turn the target property off if needed.

Parameters
owner

Reimplemented from MoreMountains.Feedbacks.MMFeedback.

◆ CustomPlayFeedback()

override void MoreMountains.Feedbacks.MMFeedbackBase.CustomPlayFeedback ( Vector3 position,
float feedbacksIntensity = 1::0f )
protected

On Play we turn our target property on and start an over time coroutine if needed.

Parameters
position
feedbacksIntensity

◆ CustomStopFeedback()

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

Turns the target property object off on stop if needed.

Parameters
position
feedbacksIntensity

Reimplemented from MoreMountains.Feedbacks.MMFeedback.

◆ FillTargets()

void MoreMountains.Feedbacks.MMFeedbackBase.FillTargets ( )
abstractprotected

Fills our list of targets, meant to be extended.

◆ InitializeTargets()

virtual void MoreMountains.Feedbacks.MMFeedbackBase.InitializeTargets ( )
protectedvirtual

Initializes each target in the list.

◆ Instant()

virtual void MoreMountains.Feedbacks.MMFeedbackBase.Instant ( )
protectedvirtual

Plays an instant feedback.

◆ OnValidate()

virtual void MoreMountains.Feedbacks.MMFeedbackBase.OnValidate ( )
protectedvirtual

On validate (if a value has changed in the inspector), we reinitialize what needs to be.

◆ PrepareTargets()

virtual void MoreMountains.Feedbacks.MMFeedbackBase.PrepareTargets ( )
protectedvirtual

Creates a new list, fills the targets, and initializes them.

◆ SetValues()

virtual void MoreMountains.Feedbacks.MMFeedbackBase.SetValues ( float time,
float feedbacksIntensity )
protectedvirtual

Sets the various values on the target property on a specified time (between 0 and 1)

Parameters
time

◆ Turn()

virtual void MoreMountains.Feedbacks.MMFeedbackBase.Turn ( bool status)
protectedvirtual

Turns the target object on or off.

Parameters
status

◆ UpdateValueSequence()

virtual IEnumerator MoreMountains.Feedbacks.MMFeedbackBase.UpdateValueSequence ( float feedbacksIntensity)
protectedvirtual

This coroutine will modify the values on the target property.

Returns

Member Data Documentation

◆ _coroutine

Coroutine MoreMountains.Feedbacks.MMFeedbackBase._coroutine = null
protected

◆ _targets

List<MMFeedbackBaseTarget> MoreMountains.Feedbacks.MMFeedbackBase._targets
protected

◆ AllowAdditivePlays

bool MoreMountains.Feedbacks.MMFeedbackBase.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

◆ DisableOnStop

bool MoreMountains.Feedbacks.MMFeedbackBase.DisableOnStop = false

if this is true, the target object will be disabled on stop

◆ Duration

float MoreMountains.Feedbacks.MMFeedbackBase.Duration = 0.2f

how long the target property should change over time

◆ FeedbackTypeAuthorized

bool MoreMountains.Feedbacks.MMFeedbackBase.FeedbackTypeAuthorized = true
static

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

◆ Mode

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

whether the feedback should affect the target property instantly or over a period of time

◆ RelativeValues

bool MoreMountains.Feedbacks.MMFeedbackBase.RelativeValues = true

whether or not the values should be relative or not

◆ StartsOff

bool MoreMountains.Feedbacks.MMFeedbackBase.StartsOff = false

whether or not that target property should be turned off on start

Property Documentation

◆ FeedbackDuration

override float MoreMountains.Feedbacks.MMFeedbackBase.FeedbackDuration
getset

the duration of this feedback is the duration of the target property, or 0 if instant


The documentation for this class was generated from the following file:
  • H:/Code/MoreMountains/feel/Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/MMTools/MMRadio/Legacy/MMFeedbackBase.cs