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

This feedback will move the current "head" of an MMFeedbacks sequence back to another feedback above in the list. What feedback the head lands on depends on your settings : you can decide to have it loop at last pause, or at the last LoopStart feedback in the list (or both). Furthermore, you can decide to have it loop multiple times and cause a pause when met. More...

Inheritance diagram for MoreMountains.Feedbacks.MMFeedbackLooper:
MoreMountains.Feedbacks.MMFeedbackPause MoreMountains.Feedbacks.MMFeedback

Public Attributes

bool LoopAtLastPause = true
 if this is true, this feedback, when met, will cause the MMFeedbacks to reposition its 'head' to the first pause found above it (going from this feedback to the top), or to the start if none is found More...
 
bool LoopAtLastLoopStart = true
 if this is true, this feedback, when met, will cause the MMFeedbacks to reposition its 'head' to the first LoopStart feedback found above it (going from this feedback to the top), or to the start if none is found More...
 
bool InfiniteLoop = false
 if this is true, the looper will loop forever More...
 
int NumberOfLoops = 2
 how many times this loop should run More...
 
int NumberOfLoopsLeft = 1
 the amount of loops left (updated at runtime) More...
 
bool InInfiniteLoop = false
 whether we are in an infinite loop at this time or not More...
 
- Public Attributes inherited from MoreMountains.Feedbacks.MMFeedbackPause
float PauseDuration = 1f
 the duration of the pause, in seconds More...
 
bool RandomizePauseDuration = false
 
float MinPauseDuration = 1f
 
float MaxPauseDuration = 3f
 
bool RandomizeOnEachPlay = true
 
bool ScriptDriven = false
 if this is true, you'll need to call the Resume() method on the host MMFeedbacks for this pause to stop, and the rest of the sequence to play More...
 
bool AutoResume = false
 if this is true, a script driven pause will resume after its AutoResumeAfter delay, whether it has been manually resumed or not More...
 
float AutoResumeAfter = 0.25f
 the duration after which to auto resume, regardless of manual resume calls beforehand 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...
 

Protected Member Functions

override void CustomInitialization (GameObject owner)
 On init we initialize our number of loops left More...
 
override void CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f)
 On play we decrease our counter and play our pause More...
 
override void CustomStopFeedback (Vector3 position, float feedbacksIntensity=1)
 On custom stop, we exit our infinite loop More...
 
override void CustomReset ()
 On reset we reset our amount of loops left More...
 
- Protected Member Functions inherited from MoreMountains.Feedbacks.MMFeedbackPause
virtual IEnumerator PauseWait ()
 An IEnumerator used to wait for the duration of the pause, on scaled or unscaled time More...
 
override void CustomInitialization (GameObject owner)
 On init we cache our wait for seconds More...
 
override void CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f)
 On play we trigger our pause More...
 
virtual IEnumerator PlayPause ()
 Pause coroutine 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...
 

Properties

override bool LooperPause [get]
 sets the color of this feedback in the inspector More...
 
override float FeedbackDuration [get, set]
 the duration of this feedback is the duration of the pause More...
 
- Properties inherited from MoreMountains.Feedbacks.MMFeedbackPause
override IEnumerator Pause [get]
 
override float FeedbackDuration [get, set]
 the duration of this feedback is the duration of the pause 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...
 
- Static Public Attributes inherited from MoreMountains.Feedbacks.MMFeedbackPause
static bool FeedbackTypeAuthorized = true
 a static bool used to disable all feedbacks of this type at once More...
 
- 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
 

Detailed Description

This feedback will move the current "head" of an MMFeedbacks sequence back to another feedback above in the list. What feedback the head lands on depends on your settings : you can decide to have it loop at last pause, or at the last LoopStart feedback in the list (or both). Furthermore, you can decide to have it loop multiple times and cause a pause when met.

Member Function Documentation

◆ CustomInitialization()

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

On init we initialize our number of loops left

Parameters
owner

Reimplemented from MoreMountains.Feedbacks.MMFeedback.

◆ CustomPlayFeedback()

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

On play we decrease our counter and play our pause

Parameters
position
feedbacksIntensity

Implements MoreMountains.Feedbacks.MMFeedback.

◆ CustomReset()

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

On reset we reset our amount of loops left

Reimplemented from MoreMountains.Feedbacks.MMFeedback.

◆ CustomStopFeedback()

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

On custom stop, we exit our infinite loop

Parameters
position
feedbacksIntensity

Reimplemented from MoreMountains.Feedbacks.MMFeedback.

Member Data Documentation

◆ InfiniteLoop

bool MoreMountains.Feedbacks.MMFeedbackLooper.InfiniteLoop = false

if this is true, the looper will loop forever

◆ InInfiniteLoop

bool MoreMountains.Feedbacks.MMFeedbackLooper.InInfiniteLoop = false

whether we are in an infinite loop at this time or not

◆ LoopAtLastLoopStart

bool MoreMountains.Feedbacks.MMFeedbackLooper.LoopAtLastLoopStart = true

if this is true, this feedback, when met, will cause the MMFeedbacks to reposition its 'head' to the first LoopStart feedback found above it (going from this feedback to the top), or to the start if none is found

◆ LoopAtLastPause

bool MoreMountains.Feedbacks.MMFeedbackLooper.LoopAtLastPause = true

if this is true, this feedback, when met, will cause the MMFeedbacks to reposition its 'head' to the first pause found above it (going from this feedback to the top), or to the start if none is found

◆ NumberOfLoops

int MoreMountains.Feedbacks.MMFeedbackLooper.NumberOfLoops = 2

how many times this loop should run

◆ NumberOfLoopsLeft

int MoreMountains.Feedbacks.MMFeedbackLooper.NumberOfLoopsLeft = 1

the amount of loops left (updated at runtime)

Property Documentation

◆ FeedbackDuration

override float MoreMountains.Feedbacks.MMFeedbackLooper.FeedbackDuration
getset

the duration of this feedback is the duration of the pause

◆ LooperPause

override bool MoreMountains.Feedbacks.MMFeedbackLooper.LooperPause
get

sets the color of this feedback in the inspector


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