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| Modes | Mode = Modes.OverTime |
| | whether the feedback should affect the target property instantly or over a period of time
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| float | Duration = 0.2f |
| | how long the target property should change over time
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| bool | StartsOff = false |
| | whether or not that target property should be turned off on start
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| bool | RelativeValues = true |
| | whether or not the values should be relative or not
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| 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
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| bool | DisableOnStop = false |
| | if this is true, the target object will be disabled on stop
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| bool | Active = true |
| | whether or not this feedback is active
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| string | Label = "MMFeedback" |
| | the name of this feedback to display in the inspector
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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)
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| MMFeedbackTiming | Timing |
| | a number of timing-related values (delay, repeat, etc)
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| bool | DebugActive = false |
| | whether or not this feedback is in debug mode
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| override void | CustomInitialization (GameObject owner) |
| | On init we turn the target property off if needed.
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| virtual void | PrepareTargets () |
| | Creates a new list, fills the targets, and initializes them.
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| virtual void | OnValidate () |
| | On validate (if a value has changed in the inspector), we reinitialize what needs to be.
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| void | FillTargets () |
| | Fills our list of targets, meant to be extended.
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| virtual void | InitializeTargets () |
| | Initializes each target in the list.
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| 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.
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| virtual void | Instant () |
| | Plays an instant feedback.
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| virtual IEnumerator | UpdateValueSequence (float feedbacksIntensity) |
| | This coroutine will modify the values on the target property.
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| virtual void | SetValues (float time, float feedbacksIntensity) |
| | Sets the various values on the target property on a specified time (between 0 and 1)
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| override void | CustomStopFeedback (Vector3 position, float feedbacksIntensity=1) |
| | Turns the target property object off on stop if needed.
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| virtual void | Turn (bool status) |
| | Turns the target object on or off.
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| virtual void | OnEnable () |
| virtual IEnumerator | PlayCoroutine (Vector3 position, float feedbacksIntensity=1.0f) |
| | An internal coroutine delaying the initial play of the feedback.
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| virtual void | RegularPlay (Vector3 position, float feedbacksIntensity=1.0f) |
| | Triggers delaying coroutines if needed.
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| virtual IEnumerator | InfinitePlay (Vector3 position, float feedbacksIntensity=1.0f) |
| | Internal coroutine used for repeated play without end.
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| virtual IEnumerator | RepeatedPlay (Vector3 position, float feedbacksIntensity=1.0f) |
| | Internal coroutine used for repeated play.
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| virtual IEnumerator | SequenceCoroutine (Vector3 position, float feedbacksIntensity=1.0f) |
| | A coroutine used to play this feedback on a sequence.
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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.
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| virtual float | ApplyTimeMultiplier (float duration) |
| | Applies the host MMFeedbacks' time multiplier to this feedback.
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| void | CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f) |
| | This method describes what happens when the feedback gets played.
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| virtual void | CustomReset () |
| | This method describes what happens when the feedback gets reset.
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| override float | FeedbackDuration [get, set] |
| | the duration of this feedback is the duration of the target property, or 0 if instant
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| GameObject | Owner [get, set] |
| | the Owner of the feedback, as defined when calling the Initialization method
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| virtual IEnumerator | Pause [get] |
| | set this to true if your feedback should pause the execution of the feedback sequence
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| virtual bool | HoldingPause [get] |
| | if this is true, this feedback will wait until all previous feedbacks have run
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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
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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
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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
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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
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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
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| virtual bool | IsPlaying [get, set] |
| | if this is true, this feedback is currently playing
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| float | FeedbackTime [get] |
| | the time (or unscaled time) based on the selected Timing settings
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| float | FeedbackDeltaTime [get] |
| | the delta time (or unscaled delta time) based on the selected Timing settings
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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] |
| virtual float | FeedbackDuration [get, set] |
| virtual bool | FeedbackPlaying [get] |
| | whether or not this feedback is playing right now
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| virtual bool | NormalPlayDirection [get] |
| | Returns true if this feedback should play normally, or false if it should play in rewind.
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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.
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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.
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| virtual MMChannelData | ChannelData (int channel) |
| virtual void | Initialization (GameObject owner) |
| | Initializes the feedback and its timing related variables.
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| virtual void | Play (Vector3 position, float feedbacksIntensity=1.0f) |
| | Plays the feedback.
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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.
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| virtual void | ResetFeedback () |
| | Calls this feedback's custom reset.
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| virtual void | SetSequence (MMSequence newSequence) |
| | Use this method to change this feedback's sequence at runtime.
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| virtual void | SetDelayBetweenRepeats (float delay) |
| | Use this method to specify a new delay between repeats at runtime.
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| virtual void | SetInitialDelay (float delay) |
| | Use this method to specify a new initial delay at runtime.
|