Feel  3.16
The best way to improve your game's feel and make it extra juicy
MoreMountains.Feedbacks.MMFeedbackInstantiateObject Class Reference

This feedback will instantiate the associated object (usually a VFX, but not necessarily), optionnally creating an object pool of them for performance More...

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

Public Types

enum  PositionModes { PositionModes.FeedbackPosition, PositionModes.Transform, PositionModes.WorldPosition, PositionModes.Script }
 

Public Attributes

GameObject GameObjectToInstantiate
 sets the inspector color for this feedback More...
 
PositionModes PositionMode = PositionModes.FeedbackPosition
 the chosen way to position the object More...
 
bool AlsoApplyRotation = false
 the chosen way to position the object More...
 
bool AlsoApplyScale = false
 the chosen way to position the object More...
 
Transform TargetTransform
 the transform at which to instantiate the object More...
 
Vector3 TargetPosition
 the transform at which to instantiate the object More...
 
Vector3 PositionOffset
 the position offset at which to instantiate the object More...
 
bool CreateObjectPool
 whether or not we should create automatically an object pool for this object More...
 
int ObjectPoolSize = 5
 the initial and planned size of this object pool More...
 
bool MutualizePools = false
 whether or not to create a new pool even if one already exists for that same prefab 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 create an object pool if needed More...
 
override void CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f)
 On Play we instantiate the specified object, either from the object pool or from scratch More...
 
virtual void PositionObject (Vector3 position)
 
virtual Vector3 GetPosition (Vector3 position)
 Gets the desired position of that particle system More...
 
virtual Quaternion GetRotation ()
 Gets the desired rotation of that particle system More...
 
virtual Vector3 GetScale ()
 Gets the desired scale of that particle system 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 CustomStopFeedback (Vector3 position, float feedbacksIntensity=1.0f)
 This method describes what happens when the feedback gets stopped More...
 
virtual void CustomReset ()
 This method describes what happens when the feedback gets reset More...
 

Protected Attributes

MMMiniObjectPooler _objectPooler
 
GameObject _newGameObject
 
bool _poolCreatedOrFound = false
 
- 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
 

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...
 
- 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 instantiate the associated object (usually a VFX, but not necessarily), optionnally creating an object pool of them for performance

Member Enumeration Documentation

◆ PositionModes

the different ways to position the instantiated object :

  • FeedbackPosition : object will be instantiated at the position of the feedback, plus an optional offset
  • Transform : the object will be instantiated at the specified Transform's position, plus an optional offset
  • WorldPosition : the object will be instantiated at the specified world position vector, plus an optional offset
  • Script : the position passed in parameters when calling the feedback
Enumerator
FeedbackPosition 
Transform 
WorldPosition 
Script 

Member Function Documentation

◆ CustomInitialization()

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

On init we create an object pool if needed

Parameters
owner

Reimplemented from MoreMountains.Feedbacks.MMFeedback.

◆ CustomPlayFeedback()

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

On Play we instantiate the specified object, either from the object pool or from scratch

Parameters
position
feedbacksIntensity

Implements MoreMountains.Feedbacks.MMFeedback.

◆ GetPosition()

virtual Vector3 MoreMountains.Feedbacks.MMFeedbackInstantiateObject.GetPosition ( Vector3  position)
protectedvirtual

Gets the desired position of that particle system

Parameters
position
Returns

◆ GetRotation()

virtual Quaternion MoreMountains.Feedbacks.MMFeedbackInstantiateObject.GetRotation ( )
protectedvirtual

Gets the desired rotation of that particle system

Parameters
target
Returns

◆ GetScale()

virtual Vector3 MoreMountains.Feedbacks.MMFeedbackInstantiateObject.GetScale ( )
protectedvirtual

Gets the desired scale of that particle system

Parameters
target
Returns

◆ PositionObject()

virtual void MoreMountains.Feedbacks.MMFeedbackInstantiateObject.PositionObject ( Vector3  position)
protectedvirtual

Member Data Documentation

◆ _newGameObject

GameObject MoreMountains.Feedbacks.MMFeedbackInstantiateObject._newGameObject
protected

◆ _objectPooler

MMMiniObjectPooler MoreMountains.Feedbacks.MMFeedbackInstantiateObject._objectPooler
protected

◆ _poolCreatedOrFound

bool MoreMountains.Feedbacks.MMFeedbackInstantiateObject._poolCreatedOrFound = false
protected

◆ AlsoApplyRotation

bool MoreMountains.Feedbacks.MMFeedbackInstantiateObject.AlsoApplyRotation = false

the chosen way to position the object

◆ AlsoApplyScale

bool MoreMountains.Feedbacks.MMFeedbackInstantiateObject.AlsoApplyScale = false

the chosen way to position the object

◆ CreateObjectPool

bool MoreMountains.Feedbacks.MMFeedbackInstantiateObject.CreateObjectPool

whether or not we should create automatically an object pool for this object

◆ FeedbackTypeAuthorized

bool MoreMountains.Feedbacks.MMFeedbackInstantiateObject.FeedbackTypeAuthorized = true
static

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

◆ GameObjectToInstantiate

GameObject MoreMountains.Feedbacks.MMFeedbackInstantiateObject.GameObjectToInstantiate

sets the inspector color for this feedback

the object to instantiate

◆ MutualizePools

bool MoreMountains.Feedbacks.MMFeedbackInstantiateObject.MutualizePools = false

whether or not to create a new pool even if one already exists for that same prefab

◆ ObjectPoolSize

int MoreMountains.Feedbacks.MMFeedbackInstantiateObject.ObjectPoolSize = 5

the initial and planned size of this object pool

◆ PositionMode

PositionModes MoreMountains.Feedbacks.MMFeedbackInstantiateObject.PositionMode = PositionModes.FeedbackPosition

the chosen way to position the object

◆ PositionOffset

Vector3 MoreMountains.Feedbacks.MMFeedbackInstantiateObject.PositionOffset

the position offset at which to instantiate the object

◆ TargetPosition

Vector3 MoreMountains.Feedbacks.MMFeedbackInstantiateObject.TargetPosition

the transform at which to instantiate the object

◆ TargetTransform

Transform MoreMountains.Feedbacks.MMFeedbackInstantiateObject.TargetTransform

the transform at which to instantiate the object


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