Feel  3.16
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MoreMountains.Feedbacks.MMFeedbackFlicker Class Reference

This feedback will make the bound renderer flicker for the set duration when played (and restore its initial color when stopped) More...

Inheritance diagram for MoreMountains.Feedbacks.MMFeedbackFlicker:
MoreMountains.Feedbacks.MMFeedback

Public Types

enum  Modes { Modes.Color, Modes.PropertyName }
 sets the inspector color for this feedback More...
 

Public Member Functions

virtual IEnumerator Flicker (Renderer renderer, int materialIndex, Color initialColor, Color flickerColor, float flickerSpeed, float flickerDuration)
 
- 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...
 

Public Attributes

Renderer BoundRenderer
 the renderer to flicker when played More...
 
Modes Mode = Modes.Color
 the selected mode to flicker the renderer More...
 
string PropertyName = "_Tint"
 the name of the property to target More...
 
float FlickerDuration = 0.2f
 the duration of the flicker when getting damage More...
 
float FlickerPeriod = 0.04f
 the duration of the period for the flicker More...
 
Color FlickerColor = new Color32(255, 20, 20, 255)
 the color we should flicker the sprite to More...
 
int[] MaterialIndexes
 the list of material indexes we want to flicker on the target renderer. If left empty, will only target the material at index 0 More...
 
bool UseMaterialPropertyBlocks = false
 if this is true, this component will use material property blocks instead of working on an instance of the material. 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 grab our initial color and components More...
 
override void CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f)
 On play we make our renderer flicker More...
 
override void CustomReset ()
 On reset we make our renderer stop flickering More...
 
virtual void SetColor (int materialIndex, Color color)
 
override void CustomStopFeedback (Vector3 position, float feedbacksIntensity=1)
 Stops this feedback 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...
 

Protected Attributes

Color[] _initialFlickerColors
 
int[] _propertyIDs
 
bool[] _propertiesFound
 
Coroutine[] _coroutines
 
MaterialPropertyBlock _propertyBlock
 
- 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
 

Static Protected Attributes

const string _colorPropertyName = "_Color"
 

Properties

override float FeedbackDuration [get, set]
 the duration of this feedback is the duration of the flicker 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...
 

Detailed Description

This feedback will make the bound renderer flicker for the set duration when played (and restore its initial color when stopped)

Member Enumeration Documentation

◆ Modes

sets the inspector color for this feedback

the possible modes Color : will control material.color PropertyName : will target a specific shader property by name

Enumerator
Color 
PropertyName 

Member Function Documentation

◆ CustomInitialization()

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

On init we grab our initial color and components

Parameters
owner

Reimplemented from MoreMountains.Feedbacks.MMFeedback.

◆ CustomPlayFeedback()

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

On play we make our renderer flicker

Parameters
position
feedbacksIntensity

Implements MoreMountains.Feedbacks.MMFeedback.

◆ CustomReset()

override void MoreMountains.Feedbacks.MMFeedbackFlicker.CustomReset ( )
protectedvirtual

On reset we make our renderer stop flickering

Reimplemented from MoreMountains.Feedbacks.MMFeedback.

◆ CustomStopFeedback()

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

Stops this feedback

Parameters
position
feedbacksIntensity

Reimplemented from MoreMountains.Feedbacks.MMFeedback.

◆ Flicker()

virtual IEnumerator MoreMountains.Feedbacks.MMFeedbackFlicker.Flicker ( Renderer  renderer,
int  materialIndex,
Color  initialColor,
Color  flickerColor,
float  flickerSpeed,
float  flickerDuration 
)
virtual

◆ SetColor()

virtual void MoreMountains.Feedbacks.MMFeedbackFlicker.SetColor ( int  materialIndex,
Color  color 
)
protectedvirtual

Member Data Documentation

◆ _colorPropertyName

const string MoreMountains.Feedbacks.MMFeedbackFlicker._colorPropertyName = "_Color"
staticprotected

◆ _coroutines

Coroutine [] MoreMountains.Feedbacks.MMFeedbackFlicker._coroutines
protected

◆ _initialFlickerColors

Color [] MoreMountains.Feedbacks.MMFeedbackFlicker._initialFlickerColors
protected

◆ _propertiesFound

bool [] MoreMountains.Feedbacks.MMFeedbackFlicker._propertiesFound
protected

◆ _propertyBlock

MaterialPropertyBlock MoreMountains.Feedbacks.MMFeedbackFlicker._propertyBlock
protected

◆ _propertyIDs

int [] MoreMountains.Feedbacks.MMFeedbackFlicker._propertyIDs
protected

◆ BoundRenderer

Renderer MoreMountains.Feedbacks.MMFeedbackFlicker.BoundRenderer

the renderer to flicker when played

◆ FeedbackTypeAuthorized

bool MoreMountains.Feedbacks.MMFeedbackFlicker.FeedbackTypeAuthorized = true
static

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

◆ FlickerColor

Color MoreMountains.Feedbacks.MMFeedbackFlicker.FlickerColor = new Color32(255, 20, 20, 255)

the color we should flicker the sprite to

◆ FlickerDuration

float MoreMountains.Feedbacks.MMFeedbackFlicker.FlickerDuration = 0.2f

the duration of the flicker when getting damage

◆ FlickerPeriod

float MoreMountains.Feedbacks.MMFeedbackFlicker.FlickerPeriod = 0.04f

the duration of the period for the flicker

◆ MaterialIndexes

int [] MoreMountains.Feedbacks.MMFeedbackFlicker.MaterialIndexes

the list of material indexes we want to flicker on the target renderer. If left empty, will only target the material at index 0

◆ Mode

Modes MoreMountains.Feedbacks.MMFeedbackFlicker.Mode = Modes.Color

the selected mode to flicker the renderer

◆ PropertyName

string MoreMountains.Feedbacks.MMFeedbackFlicker.PropertyName = "_Tint"

the name of the property to target

◆ UseMaterialPropertyBlocks

bool MoreMountains.Feedbacks.MMFeedbackFlicker.UseMaterialPropertyBlocks = false

if this is true, this component will use material property blocks instead of working on an instance of the material.

Property Documentation

◆ FeedbackDuration

override float MoreMountains.Feedbacks.MMFeedbackFlicker.FeedbackDuration
getset

the duration of this feedback is the duration of the flicker


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