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

This feedback will let you control the texture offset of a target material over time More...

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

Public Types

enum  Modes { Modes.OverTime, Modes.Instant }
 sets the inspector color for this feedback More...
 

Public Attributes

Renderer TargetRenderer
 the renderer on which to change texture offset on More...
 
int MaterialIndex = 0
 the material index More...
 
string MaterialPropertyName = "_MainTex_ST"
 the property name, for example _MainTex_ST, or _MainTex if you don't have UseMaterialPropertyBlocks set to true More...
 
Modes Mode = Modes.OverTime
 whether the feedback should affect the material instantly or over a period of time More...
 
float Duration = 0.2f
 how long the material should change over time More...
 
bool RelativeValues = true
 whether or not the values should be relative 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 UseMaterialPropertyBlocks = false
 if this is true, this component will use material property blocks instead of working on an instance of the material. More...
 
AnimationCurve OffsetCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0))
 the curve to tween the offset on More...
 
Vector2 RemapZero = Vector2.zero
 the value to remap the offset curve's 0 to More...
 
Vector2 RemapOne = Vector2.one
 the value to remap the offset curve's 1 to More...
 
Vector2 InstantOffset
 the value to move the intensity to in instant mode 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 store our initial texture offset More...
 
override void CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f)
 On Play we initiate our offset change More...
 
virtual IEnumerator TransitionCo (float intensityMultiplier)
 This coroutine will modify the offset value over time More...
 
virtual void SetMaterialValues (float time, float intensityMultiplier)
 Applies offset to the target material More...
 
virtual void ApplyValue (Vector2 newValue)
 Applies the specified value to the material More...
 
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...
 
virtual void CustomReset ()
 This method describes what happens when the feedback gets reset More...
 

Protected Attributes

Vector2 _initialValue
 
Coroutine _coroutine
 
Vector2 _newValue
 
MaterialPropertyBlock _propertyBlock
 
Vector4 _propertyBlockVector
 
- 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 transition 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...
 

Detailed Description

This feedback will let you control the texture offset of a target material over time

Member Enumeration Documentation

◆ Modes

sets the inspector color for this feedback

the possible modes for this feedback

Enumerator
OverTime 
Instant 

Member Function Documentation

◆ ApplyValue()

virtual void MoreMountains.Feedbacks.MMFeedbackTextureOffset.ApplyValue ( Vector2  newValue)
protectedvirtual

Applies the specified value to the material

Parameters
newValue

◆ CustomInitialization()

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

On init we store our initial texture offset

Parameters
owner

Reimplemented from MoreMountains.Feedbacks.MMFeedback.

◆ CustomPlayFeedback()

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

On Play we initiate our offset change

Parameters
position
feedbacksIntensity

Implements MoreMountains.Feedbacks.MMFeedback.

◆ CustomStopFeedback()

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

Stops this feedback

Parameters
position
feedbacksIntensity

Reimplemented from MoreMountains.Feedbacks.MMFeedback.

◆ SetMaterialValues()

virtual void MoreMountains.Feedbacks.MMFeedbackTextureOffset.SetMaterialValues ( float  time,
float  intensityMultiplier 
)
protectedvirtual

Applies offset to the target material

Parameters
time

◆ TransitionCo()

virtual IEnumerator MoreMountains.Feedbacks.MMFeedbackTextureOffset.TransitionCo ( float  intensityMultiplier)
protectedvirtual

This coroutine will modify the offset value over time

Returns

Member Data Documentation

◆ _coroutine

Coroutine MoreMountains.Feedbacks.MMFeedbackTextureOffset._coroutine
protected

◆ _initialValue

Vector2 MoreMountains.Feedbacks.MMFeedbackTextureOffset._initialValue
protected

◆ _newValue

Vector2 MoreMountains.Feedbacks.MMFeedbackTextureOffset._newValue
protected

◆ _propertyBlock

MaterialPropertyBlock MoreMountains.Feedbacks.MMFeedbackTextureOffset._propertyBlock
protected

◆ _propertyBlockVector

Vector4 MoreMountains.Feedbacks.MMFeedbackTextureOffset._propertyBlockVector
protected

◆ AllowAdditivePlays

bool MoreMountains.Feedbacks.MMFeedbackTextureOffset.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

◆ Duration

float MoreMountains.Feedbacks.MMFeedbackTextureOffset.Duration = 0.2f

how long the material should change over time

◆ FeedbackTypeAuthorized

bool MoreMountains.Feedbacks.MMFeedbackTextureOffset.FeedbackTypeAuthorized = true
static

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

◆ InstantOffset

Vector2 MoreMountains.Feedbacks.MMFeedbackTextureOffset.InstantOffset

the value to move the intensity to in instant mode

◆ MaterialIndex

int MoreMountains.Feedbacks.MMFeedbackTextureOffset.MaterialIndex = 0

the material index

◆ MaterialPropertyName

string MoreMountains.Feedbacks.MMFeedbackTextureOffset.MaterialPropertyName = "_MainTex_ST"

the property name, for example _MainTex_ST, or _MainTex if you don't have UseMaterialPropertyBlocks set to true

◆ Mode

Modes MoreMountains.Feedbacks.MMFeedbackTextureOffset.Mode = Modes.OverTime

whether the feedback should affect the material instantly or over a period of time

◆ OffsetCurve

AnimationCurve MoreMountains.Feedbacks.MMFeedbackTextureOffset.OffsetCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0))

the curve to tween the offset on

◆ RelativeValues

bool MoreMountains.Feedbacks.MMFeedbackTextureOffset.RelativeValues = true

whether or not the values should be relative

◆ RemapOne

Vector2 MoreMountains.Feedbacks.MMFeedbackTextureOffset.RemapOne = Vector2.one

the value to remap the offset curve's 1 to

◆ RemapZero

Vector2 MoreMountains.Feedbacks.MMFeedbackTextureOffset.RemapZero = Vector2.zero

the value to remap the offset curve's 0 to

◆ TargetRenderer

Renderer MoreMountains.Feedbacks.MMFeedbackTextureOffset.TargetRenderer

the renderer on which to change texture offset on

◆ UseMaterialPropertyBlocks

bool MoreMountains.Feedbacks.MMFeedbackTextureOffset.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.MMFeedbackTextureOffset.FeedbackDuration
getset

the duration of this feedback is the duration of the transition


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