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Feel 5.9.1
The best way to improve your game's feel and make it extra juicy
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A collection of MMFeedback, meant to be played altogether. This class provides a custom inspector to add and customize feedbacks, and public methods to trigger them, stop them, etc. You can either use it on its own, or bind it from another class and trigger it from there. More...
Public Types | |
| enum | Directions { TopToBottom , BottomToTop } |
| the possible directions MMFeedbacks can be played More... | |
| enum | SafeModes { Nope , EditorOnly , RuntimeOnly , Full } |
| enum | InitializationModes { Script , Awake , Start , OnEnable } |
Public Member Functions | |
| virtual float | GetTime () |
| virtual float | GetDeltaTime () |
| virtual void | Initialization (bool forceInitIfPlaying=false) |
| Initializes the MMFeedbacks, setting this MMFeedbacks as the owner. | |
| virtual void | Initialization (GameObject owner) |
| A public method to initialize the feedback, specifying an owner that will be used as the reference for position and hierarchy by feedbacks. | |
| virtual void | PlayFeedbacks () |
| Plays all feedbacks using the MMFeedbacks' position as reference, and no attenuation. | |
| virtual async System.Threading.Tasks.Task | PlayFeedbacksTask (Vector3 position, float feedbacksIntensity=1.0f, bool forceChangeDirection=false) |
| Plays all feedbacks and awaits until completion. | |
| virtual async System.Threading.Tasks.Task | PlayFeedbacksTask () |
| Plays all feedbacks and awaits until completion. | |
| virtual void | PlayFeedbacks (Vector3 position, float feedbacksIntensity=1.0f, bool forceChangeDirection=false) |
| Plays all feedbacks, specifying a position and intensity. The position may be used by each Feedback and taken into account to spark a particle or play a sound for example. The feedbacks intensity is a factor that can be used by each Feedback to lower its intensity, usually you'll want to define that attenuation based on time or distance (using a lower intensity value for feedbacks happening further away from the Player). Additionally you can force the feedback to play in reverse, ignoring its current condition. | |
| virtual void | PlayFeedbacksInReverse () |
| Changes the player's direction (inverting it - top to bottom becomes bottom to top, top to bottom becomes bottom to top) then plays all feedbacks using the MMFeedbacks' position as reference, and no attenuation. | |
| virtual void | PlayFeedbacksInReverse (Vector3 position, float feedbacksIntensity=1.0f, bool forceChangeDirection=false) |
| Changes the player's direction (inverting it - top to bottom becomes bottom to top, top to bottom becomes bottom to top) then plays all feedbacks. | |
| virtual void | PlayFeedbacksOnlyIfReversed () |
| Plays all feedbacks in the sequence, but only if this MMFeedbacks is playing in reverse order. | |
| virtual void | PlayFeedbacksOnlyIfReversed (Vector3 position, float feedbacksIntensity=1.0f, bool forceChangeDirection=false) |
| Plays all feedbacks in the sequence, but only if this MMFeedbacks is playing in reverse order. | |
| virtual void | PlayFeedbacksOnlyIfNormalDirection () |
| Plays all feedbacks in the sequence, but only if this MMFeedbacks is playing in normal order. | |
| virtual void | PlayFeedbacksOnlyIfNormalDirection (Vector3 position, float feedbacksIntensity=1.0f, bool forceChangeDirection=false) |
| Plays all feedbacks in the sequence, but only if this MMFeedbacks is playing in normal order. | |
| virtual IEnumerator | PlayFeedbacksCoroutine (Vector3 position, float feedbacksIntensity=1.0f, bool forceChangeDirection=false) |
| A public coroutine you can call externally when you want to yield in a coroutine of yours until the MMFeedbacks has stopped playing typically : yield return myFeedback.PlayFeedbacksCoroutine(this.transform.position, 1.0f, false);. | |
| virtual bool | HasFeedbackStillPlaying () |
| Returns true if feedbacks are still playing. | |
| virtual void | StopFeedbacks () |
| Stops all further feedbacks from playing, without stopping individual feedbacks. | |
| virtual void | StopFeedbacks (bool stopAllFeedbacks=true) |
| Stops all feedbacks from playing, with an option to also stop individual feedbacks. | |
| virtual void | StopFeedbacks (Vector3 position, float feedbacksIntensity=1.0f, bool stopAllFeedbacks=true) |
| Stops all feedbacks from playing, specifying a position and intensity that can be used by the Feedbacks. | |
| virtual void | ResetFeedbacks () |
| Calls each feedback's Reset method if they've defined one. An example of that can be resetting the initial color of a flickering renderer. | |
| virtual void | ChangeDirection () |
| Changes the direction of this MMFeedbacks. | |
| virtual void | SetCanPlay (bool newState) |
| Use this method to authorize or prevent this player from being played. | |
| virtual void | PauseFeedbacks () |
| Pauses execution of a sequence, which can then be resumed by calling ResumeFeedbacks() | |
| virtual void | ResumeFeedbacks () |
| Resumes execution of a sequence if a script driven pause is in progress. | |
| virtual MMFeedback | AddFeedback (System.Type feedbackType, bool add=true) |
| virtual void | RemoveFeedback (int id) |
| virtual float | ApplyTimeMultiplier (float duration) |
| Applies this feedback's time multiplier to a duration (in seconds) | |
| virtual void | AutoRepair () |
| Unity sometimes has serialization issues. This method fixes that by fixing any bad sync that could happen. | |
Public Attributes | |
| List< MMFeedback > | Feedbacks = new List<MMFeedback>() |
| a list of MMFeedback to trigger | |
| InitializationModes | InitializationMode = InitializationModes.Start |
| the chosen initialization mode | |
| bool | AutoInitialization = true |
| if you set this to true, the system will make changes to ensure that initialization always happens before play | |
| SafeModes | SafeMode = SafeModes.Full |
| the selected safe mode | |
| Directions | Direction = Directions.TopToBottom |
| the selected direction | |
| bool | AutoChangeDirectionOnEnd = false |
| whether or not this MMFeedbacks should invert its direction when all feedbacks have played | |
| bool | AutoPlayOnStart = false |
| whether or not to play this feedbacks automatically on Start | |
| bool | AutoPlayOnEnable = false |
| whether or not to play this feedbacks automatically on Enable | |
| bool | ForceTimescaleMode = false |
| if this is true, all feedbacks within that player will work on the specified ForcedTimescaleMode, regardless of their individual settings | |
| TimescaleModes | ForcedTimescaleMode = TimescaleModes.Unscaled |
| the time scale mode all feedbacks on this player should work on, if ForceTimescaleMode is true | |
| float | DurationMultiplier = 1f |
| a time multiplier that will be applied to all feedback durations (initial delay, duration, delay between repeats...) | |
| float | TimescaleMultiplier = 1f |
| a multiplier to apply to all timescale operations (1: normal, less than 1: slower operations, higher than 1: faster operations) | |
| bool | RandomizeDuration = false |
| if this is true, will expose a RandomDurationMultiplier. The final duration of each feedback will be : their base duration * DurationMultiplier * a random value between RandomDurationMultiplier.x and RandomDurationMultiplier.y | |
| Vector2 | RandomDurationMultiplier = new Vector2(0.5f, 1.5f) |
| if RandomizeDuration is true, the min (x) and max (y) values for the random duration multiplier | |
| bool | DisplayFullDurationDetails = false |
| if this is true, more editor-only, detailed info will be displayed per feedback in the duration slot | |
| TimescaleModes | PlayerTimescaleMode = TimescaleModes.Scaled |
| the timescale at which the player itself will operate. This notably impacts sequencing and pauses duration evaluation. | |
| bool | OnlyPlayIfWithinRange = false |
| if this is true, this feedback will only play if its distance to RangeCenter is lower or equal to RangeDistance | |
| Transform | RangeCenter |
| when in OnlyPlayIfWithinRange mode, the transform to consider as the center of the range | |
| float | RangeDistance = 5f |
| when in OnlyPlayIfWithinRange mode, the distance to the center within which the feedback will play | |
| bool | UseRangeFalloff = false |
| when in OnlyPlayIfWithinRange mode, whether or not to modify the intensity of feedbacks based on the RangeFallOff curve | |
| AnimationCurve | RangeFalloff = new AnimationCurve(new Keyframe(0f, 1f), new Keyframe(1f, 0f)) |
| the animation curve to use to define falloff (on the x 0 represents the range center, 1 represents the max distance to it) | |
| Vector2 | RemapRangeFalloff = new Vector2(0f, 1f) |
| the values to remap the falloff curve's y axis' 0 and 1 | |
| bool | IgnoreRangeEvents = false |
| whether or not to ignore MMSetFeedbackRangeCenterEvent, used to set the RangeCenter from anywhere | |
| float | CooldownDuration = 0f |
| a duration, in seconds, during which triggering a new play of this MMFeedbacks after it's been played once will be impossible | |
| float | InitialDelay = 0f |
| a duration, in seconds, to delay the start of this MMFeedbacks' contents play | |
| bool | CanPlay = true |
| whether this player can be played or not, useful to temporarily prevent play from another class, for example | |
| bool | CanPlayWhileAlreadyPlaying = true |
| if this is true, you'll be able to trigger a new Play while this feedback is already playing, otherwise you won't be able to | |
| float | ChanceToPlay = 100f |
| the chance of this sequence happening (in percent : 100 : happens all the time, 0 : never happens, 50 : happens once every two calls, etc) | |
| float | FeedbacksIntensity = 1f |
| MMFeedbacksEvents | Events |
| a number of UnityEvents that can be triggered at the various stages of this MMFeedbacks | |
| bool | DebugActive = false |
| whether or not this MMFeedbacks is in debug mode | |
| bool | InScriptDrivenPause |
| whether or not the execution of this MMFeedbacks' sequence is being prevented and waiting for a Resume() call | |
Static Public Attributes | |
| static bool | GlobalMMFeedbacksActive = true |
| a global switch used to turn all feedbacks on or off globally | |
Protected Member Functions | |
| virtual void | Awake () |
| On Awake we initialize our feedbacks if we're in auto mode. | |
| virtual void | Start () |
| On Start we initialize our feedbacks if we're in auto mode. | |
| virtual void | OnEnable () |
| On Enable we initialize our feedbacks if we're in auto mode. | |
| virtual void | PlayFeedbacksInternal (Vector3 position, float feedbacksIntensity, bool forceChangeDirection=false) |
| An internal method used to play feedbacks, shouldn't be called externally. | |
| virtual void | PreparePlay (Vector3 position, float feedbacksIntensity, bool forceChangeDirection=false) |
| virtual void | CheckForPauses () |
| virtual void | PlayAllFeedbacks (Vector3 position, float feedbacksIntensity, bool forceChangeDirection=false) |
| virtual IEnumerator | HandleInitialDelayCo (Vector3 position, float feedbacksIntensity, bool forceChangeDirection=false) |
| virtual void | Update () |
| virtual IEnumerator | PausedFeedbacksCo (Vector3 position, float feedbacksIntensity) |
| A coroutine used to handle the sequence of feedbacks if pauses are involved. | |
| virtual bool | EvaluateChance () |
| Evaluates the chance of this feedback to play, and returns true if this feedback can play, false otherwise. | |
| virtual void | CheckForLoops () |
| Checks whether or not this MMFeedbacks contains one or more looper feedbacks. | |
| bool | FeedbackCanPlay (MMFeedback feedback) |
| This will return true if the conditions defined in the specified feedback's Timing section allow it to play in the current play direction of this MMFeedbacks. | |
| virtual void | ApplyAutoChangeDirection () |
| Readies the MMFeedbacks to change direction on the next play. | |
| virtual void | OnDisable () |
| On Disable we stop all feedbacks. | |
| virtual void | OnValidate () |
| On validate, we make sure our DurationMultiplier remains positive. | |
| virtual void | OnDestroy () |
| On Destroy, removes all feedbacks from this MMFeedbacks to avoid any leftovers. | |
Protected Attributes | |
| float | _startTime = 0f |
| float | _holdingMax = 0f |
| float | _lastStartAt = -float.MaxValue |
| int | _lastStartFrame = -1 |
| bool | _pauseFound = false |
| float | _totalDuration = 0f |
| bool | _shouldStop = false |
| float | _randomDurationMultiplier = 1f |
| float | _lastOnEnableFrame = -1 |
Static Protected Attributes | |
| const float | _smallValue = 0.001f |
Properties | |
| bool | IsPlaying [get, protected set] |
| virtual float | ElapsedTime [get] |
| if this MMFeedbacks is playing the time since it started playing | |
| int | TimesPlayed [get, protected set] |
| the amount of times this MMFeedbacks has been played | |
| bool | ContainsLoop [get, set] |
| true if this MMFeedbacks contains at least one loop | |
| bool | ShouldChangeDirectionOnNextPlay [get, set] |
| true if this feedback should change play direction next time it's played | |
| bool | ForcingUnscaledTimescaleMode [get] |
| true if this player is forcing unscaled mode | |
| virtual float | TotalDuration [get] |
| The total duration (in seconds) of all the active feedbacks in this MMFeedbacks. | |
| virtual float | ComputedInitialDelay [get] |
A collection of MMFeedback, meant to be played altogether. This class provides a custom inspector to add and customize feedbacks, and public methods to trigger them, stop them, etc. You can either use it on its own, or bind it from another class and trigger it from there.
the possible directions MMFeedbacks can be played
| Enumerator | |
|---|---|
| TopToBottom | |
| BottomToTop | |
the possible initialization modes. If you use Script, you'll have to initialize manually by calling the Initialization method and passing it an owner Otherwise, you can have this component initialize itself at Awake or Start, and in this case the owner will be the MMFeedbacks itself
| Enumerator | |
|---|---|
| Script | |
| Awake | |
| Start | |
| OnEnable | |
the possible SafeModes (will perform checks to make sure no serialization error has damaged them)
| Enumerator | |
|---|---|
| Nope | |
| EditorOnly | |
| RuntimeOnly | |
| Full | |
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virtual |
Reimplemented in MoreMountains.Feedbacks.MMF_Player.
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protectedvirtual |
Readies the MMFeedbacks to change direction on the next play.
Reimplemented in MoreMountains.Feedbacks.MMF_Player.
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Applies this feedback's time multiplier to a duration (in seconds)
| duration |
Reimplemented in MoreMountains.Feedbacks.MMF_Player.
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Unity sometimes has serialization issues. This method fixes that by fixing any bad sync that could happen.
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protectedvirtual |
On Awake we initialize our feedbacks if we're in auto mode.
Reimplemented in MoreMountains.Feedbacks.MMF_Player.
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Changes the direction of this MMFeedbacks.
Reimplemented in MoreMountains.Feedbacks.MMF_Player.
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protectedvirtual |
Checks whether or not this MMFeedbacks contains one or more looper feedbacks.
Reimplemented in MoreMountains.Feedbacks.MMF_Player.
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protectedvirtual |
Reimplemented in MoreMountains.Feedbacks.MMF_Player.
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protectedvirtual |
Evaluates the chance of this feedback to play, and returns true if this feedback can play, false otherwise.
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This will return true if the conditions defined in the specified feedback's Timing section allow it to play in the current play direction of this MMFeedbacks.
| feedback |
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protectedvirtual |
Reimplemented in MoreMountains.Feedbacks.MMF_Player.
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Returns true if feedbacks are still playing.
Reimplemented in MoreMountains.Feedbacks.MMF_Player.
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Initializes the MMFeedbacks, setting this MMFeedbacks as the owner.
Reimplemented in MoreMountains.Feedbacks.MMF_Player.
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virtual |
A public method to initialize the feedback, specifying an owner that will be used as the reference for position and hierarchy by feedbacks.
| owner | |
| feedbacksOwner |
Reimplemented in MoreMountains.Feedbacks.MMF_Player.
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protectedvirtual |
On Destroy, removes all feedbacks from this MMFeedbacks to avoid any leftovers.
Reimplemented in MoreMountains.Feedbacks.MMF_Player.
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protectedvirtual |
On Disable we stop all feedbacks.
Reimplemented in MoreMountains.Feedbacks.MMF_Player.
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On Enable we initialize our feedbacks if we're in auto mode.
Reimplemented in MoreMountains.Feedbacks.MMF_Player.
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On validate, we make sure our DurationMultiplier remains positive.
Reimplemented in MoreMountains.Feedbacks.MMF_Player.
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A coroutine used to handle the sequence of feedbacks if pauses are involved.
| position | |
| feedbacksIntensity |
Reimplemented in MoreMountains.Feedbacks.MMF_Player.
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Pauses execution of a sequence, which can then be resumed by calling ResumeFeedbacks()
Reimplemented in MoreMountains.Feedbacks.MMF_Player.
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protectedvirtual |
Reimplemented in MoreMountains.Feedbacks.MMF_Player.
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Plays all feedbacks using the MMFeedbacks' position as reference, and no attenuation.
Reimplemented in MoreMountains.Feedbacks.MMF_Player.
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virtual |
Plays all feedbacks, specifying a position and intensity. The position may be used by each Feedback and taken into account to spark a particle or play a sound for example. The feedbacks intensity is a factor that can be used by each Feedback to lower its intensity, usually you'll want to define that attenuation based on time or distance (using a lower intensity value for feedbacks happening further away from the Player). Additionally you can force the feedback to play in reverse, ignoring its current condition.
| position | |
| feedbacksOwner | |
| feedbacksIntensity |
Reimplemented in MoreMountains.Feedbacks.MMF_Player.
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virtual |
A public coroutine you can call externally when you want to yield in a coroutine of yours until the MMFeedbacks has stopped playing typically : yield return myFeedback.PlayFeedbacksCoroutine(this.transform.position, 1.0f, false);.
| position | The position at which the MMFeedbacks should play |
| feedbacksIntensity | The intensity of the feedback |
| forceChangeDirection | Whether or not the MMFeedbacks should play in reverse or not |
Reimplemented in MoreMountains.Feedbacks.MMF_Player.
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virtual |
Changes the player's direction (inverting it - top to bottom becomes bottom to top, top to bottom becomes bottom to top) then plays all feedbacks using the MMFeedbacks' position as reference, and no attenuation.
Reimplemented in MoreMountains.Feedbacks.MMF_Player.
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virtual |
Changes the player's direction (inverting it - top to bottom becomes bottom to top, top to bottom becomes bottom to top) then plays all feedbacks.
Reimplemented in MoreMountains.Feedbacks.MMF_Player.
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protectedvirtual |
An internal method used to play feedbacks, shouldn't be called externally.
| position | |
| feedbacksIntensity |
Reimplemented in MoreMountains.Feedbacks.MMF_Player.
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virtual |
Plays all feedbacks in the sequence, but only if this MMFeedbacks is playing in normal order.
Reimplemented in MoreMountains.Feedbacks.MMF_Player.
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Plays all feedbacks in the sequence, but only if this MMFeedbacks is playing in normal order.
Reimplemented in MoreMountains.Feedbacks.MMF_Player.
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virtual |
Plays all feedbacks in the sequence, but only if this MMFeedbacks is playing in reverse order.
Reimplemented in MoreMountains.Feedbacks.MMF_Player.
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Plays all feedbacks in the sequence, but only if this MMFeedbacks is playing in reverse order.
Reimplemented in MoreMountains.Feedbacks.MMF_Player.
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Plays all feedbacks and awaits until completion.
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Plays all feedbacks and awaits until completion.
| position | |
| feedbacksIntensity | |
| forceChangeDirection |
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protectedvirtual |
Reimplemented in MoreMountains.Feedbacks.MMF_Player.
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Reimplemented in MoreMountains.Feedbacks.MMF_Player.
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Calls each feedback's Reset method if they've defined one. An example of that can be resetting the initial color of a flickering renderer.
Reimplemented in MoreMountains.Feedbacks.MMF_Player.
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Resumes execution of a sequence if a script driven pause is in progress.
Reimplemented in MoreMountains.Feedbacks.MMF_Player.
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Use this method to authorize or prevent this player from being played.
| newState |
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protectedvirtual |
On Start we initialize our feedbacks if we're in auto mode.
Reimplemented in MoreMountains.Feedbacks.MMF_Player.
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Stops all further feedbacks from playing, without stopping individual feedbacks.
Reimplemented in MoreMountains.Feedbacks.MMF_Player.
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Stops all feedbacks from playing, with an option to also stop individual feedbacks.
Reimplemented in MoreMountains.Feedbacks.MMF_Player.
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Stops all feedbacks from playing, specifying a position and intensity that can be used by the Feedbacks.
| position | |
| feedbacksIntensity |
Reimplemented in MoreMountains.Feedbacks.MMF_Player.
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protectedvirtual |
Reimplemented in MoreMountains.Feedbacks.MMF_Player.
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| bool MoreMountains.Feedbacks.MMFeedbacks.AutoChangeDirectionOnEnd = false |
whether or not this MMFeedbacks should invert its direction when all feedbacks have played
| bool MoreMountains.Feedbacks.MMFeedbacks.AutoInitialization = true |
if you set this to true, the system will make changes to ensure that initialization always happens before play
| bool MoreMountains.Feedbacks.MMFeedbacks.AutoPlayOnEnable = false |
whether or not to play this feedbacks automatically on Enable
| bool MoreMountains.Feedbacks.MMFeedbacks.AutoPlayOnStart = false |
whether or not to play this feedbacks automatically on Start
| bool MoreMountains.Feedbacks.MMFeedbacks.CanPlay = true |
whether this player can be played or not, useful to temporarily prevent play from another class, for example
| bool MoreMountains.Feedbacks.MMFeedbacks.CanPlayWhileAlreadyPlaying = true |
if this is true, you'll be able to trigger a new Play while this feedback is already playing, otherwise you won't be able to
| float MoreMountains.Feedbacks.MMFeedbacks.ChanceToPlay = 100f |
the chance of this sequence happening (in percent : 100 : happens all the time, 0 : never happens, 50 : happens once every two calls, etc)
| float MoreMountains.Feedbacks.MMFeedbacks.CooldownDuration = 0f |
a duration, in seconds, during which triggering a new play of this MMFeedbacks after it's been played once will be impossible
| bool MoreMountains.Feedbacks.MMFeedbacks.DebugActive = false |
whether or not this MMFeedbacks is in debug mode
| Directions MoreMountains.Feedbacks.MMFeedbacks.Direction = Directions.TopToBottom |
the selected direction
| bool MoreMountains.Feedbacks.MMFeedbacks.DisplayFullDurationDetails = false |
if this is true, more editor-only, detailed info will be displayed per feedback in the duration slot
| float MoreMountains.Feedbacks.MMFeedbacks.DurationMultiplier = 1f |
a time multiplier that will be applied to all feedback durations (initial delay, duration, delay between repeats...)
| MMFeedbacksEvents MoreMountains.Feedbacks.MMFeedbacks.Events |
a number of UnityEvents that can be triggered at the various stages of this MMFeedbacks
| List<MMFeedback> MoreMountains.Feedbacks.MMFeedbacks.Feedbacks = new List<MMFeedback>() |
a list of MMFeedback to trigger
| float MoreMountains.Feedbacks.MMFeedbacks.FeedbacksIntensity = 1f |
the intensity at which to play this feedback. That value will be used by most feedbacks to tune their amplitude. 1 is normal, 0.5 is half power, 0 is no effect. Note that what this value controls depends from feedback to feedback, don't hesitate to check the code to see what it does exactly.
| TimescaleModes MoreMountains.Feedbacks.MMFeedbacks.ForcedTimescaleMode = TimescaleModes.Unscaled |
the time scale mode all feedbacks on this player should work on, if ForceTimescaleMode is true
| bool MoreMountains.Feedbacks.MMFeedbacks.ForceTimescaleMode = false |
if this is true, all feedbacks within that player will work on the specified ForcedTimescaleMode, regardless of their individual settings
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static |
a global switch used to turn all feedbacks on or off globally
| bool MoreMountains.Feedbacks.MMFeedbacks.IgnoreRangeEvents = false |
whether or not to ignore MMSetFeedbackRangeCenterEvent, used to set the RangeCenter from anywhere
| float MoreMountains.Feedbacks.MMFeedbacks.InitialDelay = 0f |
a duration, in seconds, to delay the start of this MMFeedbacks' contents play
| InitializationModes MoreMountains.Feedbacks.MMFeedbacks.InitializationMode = InitializationModes.Start |
the chosen initialization mode
| bool MoreMountains.Feedbacks.MMFeedbacks.InScriptDrivenPause |
whether or not the execution of this MMFeedbacks' sequence is being prevented and waiting for a Resume() call
| bool MoreMountains.Feedbacks.MMFeedbacks.OnlyPlayIfWithinRange = false |
if this is true, this feedback will only play if its distance to RangeCenter is lower or equal to RangeDistance
| TimescaleModes MoreMountains.Feedbacks.MMFeedbacks.PlayerTimescaleMode = TimescaleModes.Scaled |
the timescale at which the player itself will operate. This notably impacts sequencing and pauses duration evaluation.
| Vector2 MoreMountains.Feedbacks.MMFeedbacks.RandomDurationMultiplier = new Vector2(0.5f, 1.5f) |
if RandomizeDuration is true, the min (x) and max (y) values for the random duration multiplier
| bool MoreMountains.Feedbacks.MMFeedbacks.RandomizeDuration = false |
if this is true, will expose a RandomDurationMultiplier. The final duration of each feedback will be : their base duration * DurationMultiplier * a random value between RandomDurationMultiplier.x and RandomDurationMultiplier.y
| Transform MoreMountains.Feedbacks.MMFeedbacks.RangeCenter |
when in OnlyPlayIfWithinRange mode, the transform to consider as the center of the range
| float MoreMountains.Feedbacks.MMFeedbacks.RangeDistance = 5f |
when in OnlyPlayIfWithinRange mode, the distance to the center within which the feedback will play
| AnimationCurve MoreMountains.Feedbacks.MMFeedbacks.RangeFalloff = new AnimationCurve(new Keyframe(0f, 1f), new Keyframe(1f, 0f)) |
the animation curve to use to define falloff (on the x 0 represents the range center, 1 represents the max distance to it)
| Vector2 MoreMountains.Feedbacks.MMFeedbacks.RemapRangeFalloff = new Vector2(0f, 1f) |
the values to remap the falloff curve's y axis' 0 and 1
| SafeModes MoreMountains.Feedbacks.MMFeedbacks.SafeMode = SafeModes.Full |
the selected safe mode
| float MoreMountains.Feedbacks.MMFeedbacks.TimescaleMultiplier = 1f |
a multiplier to apply to all timescale operations (1: normal, less than 1: slower operations, higher than 1: faster operations)
| bool MoreMountains.Feedbacks.MMFeedbacks.UseRangeFalloff = false |
when in OnlyPlayIfWithinRange mode, whether or not to modify the intensity of feedbacks based on the RangeFallOff curve
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get |
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getset |
true if this MMFeedbacks contains at least one loop
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get |
if this MMFeedbacks is playing the time since it started playing
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get |
true if this player is forcing unscaled mode
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getprotected set |
whether or not this MMFeedbacks is playing right now - meaning it hasn't been stopped yet. if you don't stop your MMFeedbacks it'll remain true of course
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getset |
true if this feedback should change play direction next time it's played
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getprotected set |
the amount of times this MMFeedbacks has been played
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get |
The total duration (in seconds) of all the active feedbacks in this MMFeedbacks.