Feel  5.1
The best way to improve your game's feel and make it extra juicy
MoreMountains.Feedbacks.MMSpringFloat Class Reference
Inheritance diagram for MoreMountains.Feedbacks.MMSpringFloat:
MoreMountains.Feedbacks.MMSpringDefinition< float >

Public Member Functions

override void UpdateSpringValue (float deltaTime)
 
override void MoveToInstant (float newValue)
 
override void Stop ()
 
override void SetInitialValue (float newInitialValue)
 
override void RestoreInitialValue ()
 
override void SetCurrentValueAsInitialValue ()
 
override void MoveTo (float newValue)
 
override void MoveToAdditive (float newValue)
 
override void MoveToSubtractive (float newValue)
 
override void MoveToRandom (float min, float max)
 
override void Bump (float bumpAmount)
 
override void BumpRandom (float min, float max)
 
override void Finish ()
 
- Public Member Functions inherited from MoreMountains.Feedbacks.MMSpringDefinition< float >
abstract void MoveToInstant (T newValue)
 
abstract void SetInitialValue (T newInitialValue)
 
abstract void MoveTo (T newValue)
 
abstract void MoveToAdditive (T newValue)
 
abstract void MoveToSubtractive (T newValue)
 
abstract void MoveToRandom (T min, T max)
 
abstract void Bump (T bumpAmount)
 
abstract void BumpRandom (T min, T max)
 

Public Attributes

float Damping = 0.4f
 the dumping ratio determines how fast the spring will evolve after a disturbance. At a low value, it'll oscillate for a long time, while closer to 1 it'll stop oscillating quickly More...
 
float Frequency = 6f
 the frequency determines how fast the spring will oscillate when disturbed, low frequency means less oscillations per second, high frequency means more oscillations per second More...
 
MMSpringClampSettings ClampSettings = new MMSpringClampSettings()
 
MMSpringDebug SpringDebug = new MMSpringDebug()
 
bool UnifiedSpring = false
 
float CurrentValueDisplay
 
float TargetValueDisplay
 
float VelocityDisplay
 

Protected Member Functions

virtual void HandleClampMode ()
 
virtual void UpdateSpringDebug ()
 

Protected Attributes

float _actualCurrentValue
 
float _returnCurrentValue
 
float _targetValue
 
float _velocity
 

Properties

override float CurrentValue [get, set]
 the current value of this spring More...
 
override float TargetValue [get, set]
 the value towards which this spring is trending, and that it'll reach once it stops oscillating More...
 
override float Velocity [get, set]
 the current velocity of the spring More...
 
float InitialValue [get, protected set]
 
- Properties inherited from MoreMountains.Feedbacks.MMSpringDefinition< float >
abstract T CurrentValue [get, set]
 
abstract T TargetValue [get, set]
 
abstract T Velocity [get, set]
 

Member Function Documentation

◆ Bump()

override void MoreMountains.Feedbacks.MMSpringFloat.Bump ( float  bumpAmount)

◆ BumpRandom()

override void MoreMountains.Feedbacks.MMSpringFloat.BumpRandom ( float  min,
float  max 
)

◆ Finish()

override void MoreMountains.Feedbacks.MMSpringFloat.Finish ( )
virtual

◆ HandleClampMode()

virtual void MoreMountains.Feedbacks.MMSpringFloat.HandleClampMode ( )
protectedvirtual

◆ MoveTo()

override void MoreMountains.Feedbacks.MMSpringFloat.MoveTo ( float  newValue)

◆ MoveToAdditive()

override void MoreMountains.Feedbacks.MMSpringFloat.MoveToAdditive ( float  newValue)

◆ MoveToInstant()

override void MoreMountains.Feedbacks.MMSpringFloat.MoveToInstant ( float  newValue)

◆ MoveToRandom()

override void MoreMountains.Feedbacks.MMSpringFloat.MoveToRandom ( float  min,
float  max 
)

◆ MoveToSubtractive()

override void MoreMountains.Feedbacks.MMSpringFloat.MoveToSubtractive ( float  newValue)

◆ RestoreInitialValue()

override void MoreMountains.Feedbacks.MMSpringFloat.RestoreInitialValue ( )
virtual

◆ SetCurrentValueAsInitialValue()

override void MoreMountains.Feedbacks.MMSpringFloat.SetCurrentValueAsInitialValue ( )
virtual

◆ SetInitialValue()

override void MoreMountains.Feedbacks.MMSpringFloat.SetInitialValue ( float  newInitialValue)

◆ Stop()

override void MoreMountains.Feedbacks.MMSpringFloat.Stop ( )
virtual

◆ UpdateSpringDebug()

virtual void MoreMountains.Feedbacks.MMSpringFloat.UpdateSpringDebug ( )
protectedvirtual

◆ UpdateSpringValue()

override void MoreMountains.Feedbacks.MMSpringFloat.UpdateSpringValue ( float  deltaTime)
virtual

Member Data Documentation

◆ _actualCurrentValue

float MoreMountains.Feedbacks.MMSpringFloat._actualCurrentValue
protected

◆ _returnCurrentValue

float MoreMountains.Feedbacks.MMSpringFloat._returnCurrentValue
protected

◆ _targetValue

float MoreMountains.Feedbacks.MMSpringFloat._targetValue
protected

◆ _velocity

float MoreMountains.Feedbacks.MMSpringFloat._velocity
protected

◆ ClampSettings

MMSpringClampSettings MoreMountains.Feedbacks.MMSpringFloat.ClampSettings = new MMSpringClampSettings()

◆ CurrentValueDisplay

float MoreMountains.Feedbacks.MMSpringFloat.CurrentValueDisplay

◆ Damping

float MoreMountains.Feedbacks.MMSpringFloat.Damping = 0.4f

the dumping ratio determines how fast the spring will evolve after a disturbance. At a low value, it'll oscillate for a long time, while closer to 1 it'll stop oscillating quickly

◆ Frequency

float MoreMountains.Feedbacks.MMSpringFloat.Frequency = 6f

the frequency determines how fast the spring will oscillate when disturbed, low frequency means less oscillations per second, high frequency means more oscillations per second

◆ SpringDebug

MMSpringDebug MoreMountains.Feedbacks.MMSpringFloat.SpringDebug = new MMSpringDebug()

◆ TargetValueDisplay

float MoreMountains.Feedbacks.MMSpringFloat.TargetValueDisplay

◆ UnifiedSpring

bool MoreMountains.Feedbacks.MMSpringFloat.UnifiedSpring = false

◆ VelocityDisplay

float MoreMountains.Feedbacks.MMSpringFloat.VelocityDisplay

Property Documentation

◆ CurrentValue

override float MoreMountains.Feedbacks.MMSpringFloat.CurrentValue
getset

the current value of this spring

◆ InitialValue

float MoreMountains.Feedbacks.MMSpringFloat.InitialValue
getprotected set

◆ TargetValue

override float MoreMountains.Feedbacks.MMSpringFloat.TargetValue
getset

the value towards which this spring is trending, and that it'll reach once it stops oscillating

◆ Velocity

override float MoreMountains.Feedbacks.MMSpringFloat.Velocity
getset

the current velocity of the spring


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