Feel  5.1
The best way to improve your game's feel and make it extra juicy
MoreMountains.Feedbacks.MMFeedbackBase Class Referenceabstract
Inheritance diagram for MoreMountains.Feedbacks.MMFeedbackBase:
MoreMountains.Feedbacks.MMFeedback

Public Types

enum  Modes { Modes.OverTime, Modes.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 More...
 
float Duration = 0.2f
 how long the target property should change over time More...
 
bool StartsOff = false
 whether or not that target property should be turned off on start More...
 
bool RelativeValues = true
 whether or not the values should be relative or not 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...
 
bool DisableOnStop = false
 if this is true, the target object will be disabled on stop More...
 
- Public Attributes inherited from MoreMountains.Feedbacks.MMFeedback
bool Active = true
 whether or not this feedback is active More...
 
string Label = "MMFeedback"
 the name of this feedback to display in the inspector More...
 
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...
 
MMFeedbackTiming Timing
 a number of timing-related values (delay, repeat, etc) More...
 
bool DebugActive = false
 whether or not this feedback is in debug mode 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 (GameObject owner)
 On init we turn the target property off if needed More...
 
virtual void PrepareTargets ()
 Creates a new list, fills the targets, and initializes them More...
 
virtual void OnValidate ()
 On validate (if a value has changed in the inspector), we reinitialize what needs to be More...
 
abstract void FillTargets ()
 Fills our list of targets, meant to be extended More...
 
virtual void InitializeTargets ()
 Initializes each target in the list More...
 
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 More...
 
virtual void Instant ()
 Plays an instant feedback More...
 
virtual IEnumerator UpdateValueSequence (float feedbacksIntensity)
 This coroutine will modify the values on the target property More...
 
virtual void SetValues (float time, float feedbacksIntensity)
 Sets the various values on the target property on a specified time (between 0 and 1) More...
 
override void CustomStopFeedback (Vector3 position, float feedbacksIntensity=1)
 Turns the target property object off on stop if needed More...
 
virtual void Turn (bool status)
 Turns the target object on or off More...
 
- 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 More...
 
virtual void RegularPlay (Vector3 position, float feedbacksIntensity=1.0f)
 Triggers delaying coroutines if needed More...
 
virtual IEnumerator InfinitePlay (Vector3 position, float feedbacksIntensity=1.0f)
 Internal coroutine used for repeated play without end More...
 
virtual IEnumerator RepeatedPlay (Vector3 position, float feedbacksIntensity=1.0f)
 Internal coroutine used for repeated play More...
 
virtual IEnumerator SequenceCoroutine (Vector3 position, float feedbacksIntensity=1.0f)
 A coroutine used to play this feedback on a sequence More...
 
virtual float ApplyDirection (float normalizedTime)
 Returns a new value of the normalized time based on the current play direction of this feedback More...
 
virtual float ApplyTimeMultiplier (float duration)
 Applies the host MMFeedbacks' time multiplier to this feedback More...
 
virtual void CustomReset ()
 This method describes what happens when the feedback gets reset More...
 

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

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 More...
 
virtual void Play (Vector3 position, float feedbacksIntensity=1.0f)
 Plays the feedback More...
 
virtual void Stop (Vector3 position, float feedbacksIntensity=1.0f)
 Stops all feedbacks from playing. Will stop repeating feedbacks, and call custom stop implementations More...
 
virtual void ResetFeedback ()
 Calls this feedback's custom reset More...
 
virtual void SetSequence (MMSequence newSequence)
 Use this method to change this feedback's sequence at runtime More...
 
virtual void SetDelayBetweenRepeats (float delay)
 Use this method to specify a new delay between repeats at runtime More...
 
virtual void SetInitialDelay (float delay)
 Use this method to specify a new initial delay at runtime More...
 

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 
)
protectedvirtual

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

Parameters
position
feedbacksIntensity

Implements MoreMountains.Feedbacks.MMFeedback.

◆ 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()

abstract void MoreMountains.Feedbacks.MMFeedbackBase.FillTargets ( )
protectedpure virtual

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: