|
| override void | Initialization () |
| | On init we initialize our values.
|
| override void | ShakeStarts () |
| | Describes what happens when a shake starts.
|
| virtual void | Reset () |
| | When that shaker gets added, we initialize its shake duration.
|
| virtual void | Awake () |
| | On Awake we grab our volume and profile.
|
| virtual void | SetShakeStartedTimestamp () |
| | Logs the start timestamp for this shaker.
|
| virtual void | GrabInitialValues () |
| | A method designed to collect initial values.
|
| virtual void | Update () |
| | On Update, we shake our values if needed, or reset if our shake has ended.
|
| virtual void | Shake () |
| | Override this method to implement shake over time.
|
| virtual float | ShakeFloat (AnimationCurve curve, float remapMin, float remapMax, bool relativeIntensity, float initialValue) |
| | A method used to "shake" a flot over time along a curve.
|
| virtual Color | ShakeGradient (Gradient gradient) |
| virtual void | ResetTargetValues () |
| | Resets the values on the target.
|
| virtual void | ResetShakerValues () |
| | Resets the values on the shaker.
|
| virtual void | ShakeComplete () |
| | Describes what happens when the shake is complete.
|
| virtual void | OnEnable () |
| | On enable we start shaking if needed.
|
| virtual void | OnDestroy () |
| | On destroy we stop listening for events.
|
| virtual void | OnDisable () |
| | On disable we complete our shake if it was in progress.
|
| virtual bool | CheckEventAllowed (MMChannelData channelData, bool useRange=false, float range=0f, Vector3 eventOriginPosition=default(Vector3)) |
| | Returns true if this shaker should listen to events, false otherwise.
|
|
| MMChannelModes | ChannelMode = MMChannelModes.Int |
| int | Channel = 0 |
| | the channel to listen to - has to match the one on the feedback
|
| MMChannel | MMChannelDefinition = null |
| float | ShakeDuration = 0.2f |
| | the duration of the shake, in seconds
|
| bool | PlayOnAwake = false |
| | if this is true this shaker will play on awake
|
| bool | PermanentShake = false |
| | if this is true, the shaker will shake permanently as long as its game object is active
|
| bool | Interruptible = true |
| | if this is true, a new shake can happen while shaking
|
| bool | AlwaysResetTargetValuesAfterShake = false |
| | if this is true, this shaker will always reset target values, regardless of how it was called
|
| bool | OnlyUseShakerValues = false |
| | if this is true, this shaker will ignore any value passed in an event that triggered it, and will instead use the values set on its inspector
|
| float | CooldownBetweenShakes = 0f |
| | a cooldown, in seconds, after a shake, during which no other shake can start
|
| bool | Shaking = false |
| | whether or not this shaker is shaking right now
|
| bool | ForwardDirection = true |
| TimescaleModes | TimescaleMode = TimescaleModes.Scaled |
| virtual MMChannelData | ChannelData [get] |
| virtual bool | ListeningToEvents [get] |
| virtual bool | InCooldown [get] |
| | Returns true if this shaker is currently in cooldown, false otherwise.
|