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

A class collecting delay, cooldown and repeat values, to be used to define the behaviour of each MMFeedback More...

Public Types

enum  MMFeedbacksDirectionConditions { MMFeedbacksDirectionConditions.Always, MMFeedbacksDirectionConditions.OnlyWhenForwards, MMFeedbacksDirectionConditions.OnlyWhenBackwards }
 the possible ways this feedback can play based on the host MMFeedbacks' directions More...
 
enum  PlayDirections { PlayDirections.FollowMMFeedbacksDirection, PlayDirections.OppositeMMFeedbacksDirection, PlayDirections.AlwaysNormal, PlayDirections.AlwaysRewind }
 the possible ways this feedback can play More...
 

Public Attributes

TimescaleModes TimescaleMode = TimescaleModes.Scaled
 whether we're working on scaled or unscaled time More...
 
bool ExcludeFromHoldingPauses = false
 if this is true, holding pauses won't wait for this feedback to finish More...
 
bool ContributeToTotalDuration = true
 whether to count this feedback in the parent MMFeedbacks(Player) total duration or not More...
 
float InitialDelay = 0f
 the initial delay to apply before playing the delay (in seconds) More...
 
float CooldownDuration = 0f
 the cooldown duration mandatory between two plays More...
 
bool InterruptsOnStop = true
 if this is true, this feedback will interrupt itself when Stop is called on its parent MMFeedbacks, otherwise it'll keep running More...
 
int NumberOfRepeats = 0
 the repeat mode, whether the feedback should be played once, multiple times, or forever More...
 
bool RepeatForever = false
 if this is true, the feedback will be repeated forever More...
 
float DelayBetweenRepeats = 1f
 the delay (in seconds) between two firings of this feedback. This doesn't include the duration of the feedback. More...
 
MMFeedbacksDirectionConditions MMFeedbacksDirectionCondition = MMFeedbacksDirectionConditions.Always
 
PlayDirections PlayDirection = PlayDirections.FollowMMFeedbacksDirection
 
bool ConstantIntensity = false
 if this is true, intensity will be constant, even if the parent MMFeedbacks is played at a lower intensity More...
 
bool UseIntensityInterval = false
 if this is true, this feedback will only play if its intensity is higher or equal to IntensityIntervalMin and lower than IntensityIntervalMax More...
 
float IntensityIntervalMin = 0f
 the minimum intensity required for this feedback to play More...
 
float IntensityIntervalMax = 0f
 the maximum intensity required for this feedback to play More...
 
MMSequence Sequence
 A MMSequence to use to play these feedbacks on. More...
 
int TrackID = 0
 The MMSequence's TrackID to consider. More...
 
bool Quantized = false
 whether or not to use the quantized version of the target sequence More...
 
int TargetBPM = 120
 if using the quantized version of the target sequence, the BPM to apply to the sequence when playing it More...
 

Properties

virtual bool UseScriptDrivenTimescale [get, set]
 from any class, you can set UseScriptDrivenTimescale:true, from there, instead of looking at Time.time, Time.deltaTime (or their unscaled equivalents), this feedback will compute time based on the values you feed them via ScriptDrivenDeltaTime and ScriptDrivenTime More...
 
virtual float ScriptDrivenDeltaTime [get, set]
 the value this feedback should use for delta time More...
 
virtual float ScriptDrivenTime [get, set]
 the value this feedback should use for time More...
 

Detailed Description

A class collecting delay, cooldown and repeat values, to be used to define the behaviour of each MMFeedback

Member Enumeration Documentation

◆ MMFeedbacksDirectionConditions

the possible ways this feedback can play based on the host MMFeedbacks' directions

Enumerator
Always 
OnlyWhenForwards 
OnlyWhenBackwards 

◆ PlayDirections

the possible ways this feedback can play

Enumerator
FollowMMFeedbacksDirection 
OppositeMMFeedbacksDirection 
AlwaysNormal 
AlwaysRewind 

Member Data Documentation

◆ ConstantIntensity

bool MoreMountains.Feedbacks.MMFeedbackTiming.ConstantIntensity = false

if this is true, intensity will be constant, even if the parent MMFeedbacks is played at a lower intensity

◆ ContributeToTotalDuration

bool MoreMountains.Feedbacks.MMFeedbackTiming.ContributeToTotalDuration = true

whether to count this feedback in the parent MMFeedbacks(Player) total duration or not

◆ CooldownDuration

float MoreMountains.Feedbacks.MMFeedbackTiming.CooldownDuration = 0f

the cooldown duration mandatory between two plays

◆ DelayBetweenRepeats

float MoreMountains.Feedbacks.MMFeedbackTiming.DelayBetweenRepeats = 1f

the delay (in seconds) between two firings of this feedback. This doesn't include the duration of the feedback.

◆ ExcludeFromHoldingPauses

bool MoreMountains.Feedbacks.MMFeedbackTiming.ExcludeFromHoldingPauses = false

if this is true, holding pauses won't wait for this feedback to finish

◆ InitialDelay

float MoreMountains.Feedbacks.MMFeedbackTiming.InitialDelay = 0f

the initial delay to apply before playing the delay (in seconds)

◆ IntensityIntervalMax

float MoreMountains.Feedbacks.MMFeedbackTiming.IntensityIntervalMax = 0f

the maximum intensity required for this feedback to play

◆ IntensityIntervalMin

float MoreMountains.Feedbacks.MMFeedbackTiming.IntensityIntervalMin = 0f

the minimum intensity required for this feedback to play

◆ InterruptsOnStop

bool MoreMountains.Feedbacks.MMFeedbackTiming.InterruptsOnStop = true

if this is true, this feedback will interrupt itself when Stop is called on its parent MMFeedbacks, otherwise it'll keep running

◆ MMFeedbacksDirectionCondition

MMFeedbacksDirectionConditions MoreMountains.Feedbacks.MMFeedbackTiming.MMFeedbacksDirectionCondition = MMFeedbacksDirectionConditions.Always

this defines how this feedback should play when the host MMFeedbacks is played :

  • always (default) : this feedback will always play
  • OnlyWhenForwards : this feedback will only play if the host MMFeedbacks is played in the top to bottom direction (forwards)
  • OnlyWhenBackwards : this feedback will only play if the host MMFeedbacks is played in the bottom to top direction (backwards)

◆ NumberOfRepeats

int MoreMountains.Feedbacks.MMFeedbackTiming.NumberOfRepeats = 0

the repeat mode, whether the feedback should be played once, multiple times, or forever

◆ PlayDirection

PlayDirections MoreMountains.Feedbacks.MMFeedbackTiming.PlayDirection = PlayDirections.FollowMMFeedbacksDirection

this defines the way this feedback will play. It can play in its normal direction, or in rewind (a sound will play backwards, an object normally scaling up will scale down, a curve will be evaluated from right to left, etc)

  • BasedOnMMFeedbacksDirection : will play normally when the host MMFeedbacks is played forwards, in rewind when it's played backwards
  • OppositeMMFeedbacksDirection : will play in rewind when the host MMFeedbacks is played forwards, and normally when played backwards
  • Always Normal : will always play normally, regardless of the direction of the host MMFeedbacks
  • Always Rewind : will always play in rewind, regardless of the direction of the host MMFeedbacks

◆ Quantized

bool MoreMountains.Feedbacks.MMFeedbackTiming.Quantized = false

whether or not to use the quantized version of the target sequence

◆ RepeatForever

bool MoreMountains.Feedbacks.MMFeedbackTiming.RepeatForever = false

if this is true, the feedback will be repeated forever

◆ Sequence

MMSequence MoreMountains.Feedbacks.MMFeedbackTiming.Sequence

A MMSequence to use to play these feedbacks on.

◆ TargetBPM

int MoreMountains.Feedbacks.MMFeedbackTiming.TargetBPM = 120

if using the quantized version of the target sequence, the BPM to apply to the sequence when playing it

◆ TimescaleMode

TimescaleModes MoreMountains.Feedbacks.MMFeedbackTiming.TimescaleMode = TimescaleModes.Scaled

whether we're working on scaled or unscaled time

◆ TrackID

int MoreMountains.Feedbacks.MMFeedbackTiming.TrackID = 0

The MMSequence's TrackID to consider.

◆ UseIntensityInterval

bool MoreMountains.Feedbacks.MMFeedbackTiming.UseIntensityInterval = false

if this is true, this feedback will only play if its intensity is higher or equal to IntensityIntervalMin and lower than IntensityIntervalMax

Property Documentation

◆ ScriptDrivenDeltaTime

virtual float MoreMountains.Feedbacks.MMFeedbackTiming.ScriptDrivenDeltaTime
getset

the value this feedback should use for delta time

◆ ScriptDrivenTime

virtual float MoreMountains.Feedbacks.MMFeedbackTiming.ScriptDrivenTime
getset

the value this feedback should use for time

◆ UseScriptDrivenTimescale

virtual bool MoreMountains.Feedbacks.MMFeedbackTiming.UseScriptDrivenTimescale
getset

from any class, you can set UseScriptDrivenTimescale:true, from there, instead of looking at Time.time, Time.deltaTime (or their unscaled equivalents), this feedback will compute time based on the values you feed them via ScriptDrivenDeltaTime and ScriptDrivenTime


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