Add this to an object and it'll be able to listen for MMFLookAtShakeEvents, and when one is received, it will rotate its associated transform accordingly
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virtual void | OnMMLookAtShakeEvent (float duration, bool lockXAxis, bool lockYAxis, bool lockZAxis, MMF_LookAt.UpwardVectors upwardVector, MMF_LookAt.LookAtTargetModes lookAtTargetMode, Transform lookAtTarget, Vector3 lookAtTargetWorldPosition, Vector3 lookAtDirection, Transform transformToRotate, MMTweenType lookAtTween, bool useRange=false, float rangeDistance=0f, bool useRangeFalloff=false, AnimationCurve rangeFalloff=null, Vector2 remapRangeFalloff=default(Vector2), Vector3 rangePosition=default(Vector3), float feedbacksIntensity=1.0f, MMChannelData channelData=null, bool resetShakerValuesAfterShake=true, bool resetTargetValuesAfterShake=true, bool forwardDirection=true, TimescaleModes timescaleMode=TimescaleModes.Scaled, bool stop=false) |
| When getting a new look at event, we make our transform look at the specified target More...
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override void | StartListening () |
| Starts listening for events More...
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override void | StopListening () |
| Stops listening for events More...
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virtual float | GetTime () |
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virtual float | GetDeltaTime () |
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virtual void | ForceInitialization () |
| Call this externally if you need to force a new initialization More...
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virtual void | StartShaking () |
| Starts shaking the values More...
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virtual void | Play () |
| Starts this shaker More...
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virtual void | Stop () |
| Stops this shaker More...
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virtual float | ComputeRangeIntensity (bool useRange, float rangeDistance, bool useRangeFalloff, AnimationCurve rangeFalloff, Vector2 remapRangeFalloff, Vector3 rangePosition) |
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float | Duration = 1f |
| the duration of this shake, in seconds More...
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MMTweenType | LookAtTween = new MMTweenType( new AnimationCurve(new Keyframe(0, 0), new Keyframe(1, 1))) |
| the curve over which to animate the look at transition More...
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bool | LockXAxis = false |
| whether or not to lock rotation on the x axis More...
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bool | LockYAxis = false |
| whether or not to lock rotation on the y axis More...
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bool | LockZAxis = false |
| whether or not to lock rotation on the z axis More...
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Transform | TransformToRotate |
| in Direct mode, the transform to rotate to have it look at our target - if left empty, will be the transform this shaker is on More...
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MMF_LookAt.UpwardVectors | UpwardVector = MMF_LookAt.UpwardVectors.Up |
| the vector representing the up direction on the object we want to rotate and look at our target More...
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MMF_LookAt.LookAtTargetModes | LookAtTargetMode = MMF_LookAt.LookAtTargetModes.Transform |
| the different target modes : either a specific transform to look at, the coordinates of a world position, or a direction vector More...
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Transform | LookAtTarget |
| the transform we want to look at More...
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Vector3 | LookAtTargetWorldPosition = Vector3.forward |
| the coordinates of a point the world that we want to look at More...
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Vector3 | LookAtDirection = Vector3.forward |
| a direction (from our rotating object) that we want to look at More...
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bool | StartShakingButton |
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MMChannelModes | ChannelMode = MMChannelModes.Int |
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int | Channel = 0 |
| the channel to listen to - has to match the one on the feedback More...
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MMChannel | MMChannelDefinition = null |
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float | ShakeDuration = 0.2f |
| the duration of the shake, in seconds More...
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bool | PlayOnAwake = false |
| if this is true this shaker will play on awake More...
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bool | PermanentShake = false |
| if this is true, the shaker will shake permanently as long as its game object is active More...
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bool | Interruptible = true |
| if this is true, a new shake can happen while shaking More...
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bool | AlwaysResetTargetValuesAfterShake = false |
| if this is true, this shaker will always reset target values, regardless of how it was called More...
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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 More...
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float | CooldownBetweenShakes = 0f |
| a cooldown, in seconds, after a shake, during which no other shake can start More...
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bool | Shaking = false |
| whether or not this shaker is shaking right now More...
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bool | ForwardDirection = true |
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TimescaleModes | TimescaleMode = TimescaleModes.Scaled |
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virtual MMChannelData | ChannelData => new MMChannelData(ChannelMode, Channel, MMChannelDefinition) |
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virtual bool | ListeningToEvents => _listeningToEvents |
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override void | Initialization () |
| On init we store our initial rotation More...
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virtual void | Reset () |
| When that shaker gets added, we initialize its shake duration More...
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override void | Shake () |
| On shake we apply rotation on our target transform More...
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override void | ShakeComplete () |
| On shake complete, we apply our final rotation More...
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virtual void | ApplyRotation (float journey) |
| Rotates the associated transform to look at our target More...
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override void | ResetTargetValues () |
| On ResetTargetValue, we reset our target transform's rotation More...
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override void | ResetShakerValues () |
| Resets the shaker's values More...
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virtual void | Awake () |
| On Awake we grab our volume and profile More...
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virtual void | ShakeStarts () |
| Describes what happens when a shake starts More...
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virtual void | GrabInitialValues () |
| A method designed to collect initial values More...
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virtual void | Update () |
| On Update, we shake our values if needed, or reset if our shake has ended More...
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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 More...
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virtual Color | ShakeGradient (Gradient gradient) |
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virtual void | OnEnable () |
| On enable we start shaking if needed More...
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virtual void | OnDestroy () |
| On destroy we stop listening for events More...
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virtual void | OnDisable () |
| On disable we complete our shake if it was in progress More...
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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 More...
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Add this to an object and it'll be able to listen for MMFLookAtShakeEvents, and when one is received, it will rotate its associated transform accordingly