Feel
4.3
The best way to improve your game's feel and make it extra juicy
|
This class lets you record sequences via input presses More...
Public Member Functions | |
virtual void | Initialization () |
Makes sure we have a scriptable object to record to More... | |
virtual void | StartRecording () |
Clears the sequence if needed and starts recording More... | |
virtual void | StopRecording () |
Stops the recording More... | |
virtual void | AddNoteToTrack (MMSequenceTrack track) |
Adds a note to the specified track More... | |
Public Attributes | |
MMSequence | SequenceScriptableObject |
the target scriptable object to write to More... | |
bool | Recording |
whether this recorder is recording right now or not More... | |
bool | RemoveInitialSilence = true |
whether any silence between the start of the recording and the first press should be removed or not More... | |
bool | AdditiveRecording = false |
whether this recording should write on top of existing entries or not More... | |
bool | StartRecordingOnGameStart = false |
whether this recorder should start recording when entering play mode More... | |
float | RecordingStartOffset = 0f |
the offset to apply to entries More... | |
KeyCode | StartRecordingHotkey = KeyCode.Home |
the key binding for recording start More... | |
KeyCode | StopRecordingHotkey = KeyCode.End |
the key binding for recording stop More... | |
Protected Member Functions | |
virtual void | Awake () |
On awake we initialize our recorder More... | |
virtual void | Start () |
On Start, starts a recording if needed More... | |
virtual void | Update () |
On update we look for key presses More... | |
virtual void | DetectStartAndEnd () |
Detects key presses for start and end recording actions More... | |
virtual void | DetectRecording () |
Look for key presses to write to the sequence More... | |
Protected Attributes | |
MMSequenceNote | _note |
float | _recordingStartedAt = 0f |
This class lets you record sequences via input presses
|
virtual |
Adds a note to the specified track
track |
|
protectedvirtual |
On awake we initialize our recorder
|
protectedvirtual |
Look for key presses to write to the sequence
|
protectedvirtual |
Detects key presses for start and end recording actions
|
virtual |
Makes sure we have a scriptable object to record to
|
protectedvirtual |
On Start, starts a recording if needed
|
virtual |
Clears the sequence if needed and starts recording
|
virtual |
Stops the recording
|
protectedvirtual |
On update we look for key presses
|
protected |
|
protected |
bool MoreMountains.Feedbacks.MMInputSequenceRecorder.AdditiveRecording = false |
whether this recording should write on top of existing entries or not
bool MoreMountains.Feedbacks.MMInputSequenceRecorder.Recording |
whether this recorder is recording right now or not
float MoreMountains.Feedbacks.MMInputSequenceRecorder.RecordingStartOffset = 0f |
the offset to apply to entries
bool MoreMountains.Feedbacks.MMInputSequenceRecorder.RemoveInitialSilence = true |
whether any silence between the start of the recording and the first press should be removed or not
MMSequence MoreMountains.Feedbacks.MMInputSequenceRecorder.SequenceScriptableObject |
the target scriptable object to write to
KeyCode MoreMountains.Feedbacks.MMInputSequenceRecorder.StartRecordingHotkey = KeyCode.Home |
the key binding for recording start
bool MoreMountains.Feedbacks.MMInputSequenceRecorder.StartRecordingOnGameStart = false |
whether this recorder should start recording when entering play mode
KeyCode MoreMountains.Feedbacks.MMInputSequenceRecorder.StopRecordingHotkey = KeyCode.End |
the key binding for recording stop