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Feel
4.3
The best way to improve your game's feel and make it extra juicy
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Add this class to a Camera with a URP lens distortion post processing and it'll be able to "shake" its values by getting events More...
Public Attributes | |
bool | RelativeIntensity = false |
whether or not to add to the initial value More... | |
AnimationCurve | ShakeIntensity |
the curve used to animate the intensity value on More... | |
float | RemapIntensityZero = 0f |
the value to remap the curve's 0 to More... | |
float | RemapIntensityOne = 0.5f |
the value to remap the curve's 1 to More... | |
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MMChannelModes | ChannelMode = MMChannelModes.Int |
int | Channel = 0 |
the channel to listen to - has to match the one on the feedback More... | |
MMChannel | MMChannelDefinition = null |
float | ShakeDuration = 0.2f |
the duration of the shake, in seconds More... | |
bool | PlayOnAwake = false |
if this is true this shaker will play on awake More... | |
bool | PermanentShake = false |
if this is true, the shaker will shake permanently as long as its game object is active More... | |
bool | Interruptible = true |
if this is true, a new shake can happen while shaking More... | |
bool | AlwaysResetTargetValuesAfterShake = false |
if this is true, this shaker will always reset target values, regardless of how it was called More... | |
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... | |
float | CooldownBetweenShakes = 0f |
a cooldown, in seconds, after a shake, during which no other shake can start More... | |
bool | Shaking = false |
whether or not this shaker is shaking right now More... | |
bool | ForwardDirection = true |
TimescaleModes | TimescaleMode = TimescaleModes.Scaled |
virtual MMChannelData | ChannelData => new MMChannelData(ChannelMode, Channel, MMChannelDefinition) |
virtual bool | ListeningToEvents => _listeningToEvents |
Additional Inherited Members | |
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virtual float | GetTime () |
virtual float | GetDeltaTime () |
virtual void | ForceInitialization () |
Call this externally if you need to force a new initialization More... | |
virtual void | StartShaking () |
Starts shaking the values More... | |
virtual void | Play () |
Starts this shaker More... | |
virtual void | Stop () |
Stops this shaker More... | |
virtual void | StartListening () |
Starts listening for events More... | |
virtual void | StopListening () |
Stops listening for events More... | |
virtual float | ComputeRangeIntensity (bool useRange, float rangeDistance, bool useRangeFalloff, AnimationCurve rangeFalloff, Vector2 remapRangeFalloff, Vector3 rangePosition) |
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virtual void | Awake () |
On Awake we grab our volume and profile More... | |
virtual void | Initialization () |
Override this method to initialize your shaker More... | |
virtual void | ShakeStarts () |
Describes what happens when a shake starts More... | |
virtual void | GrabInitialValues () |
A method designed to collect initial values More... | |
virtual void | Update () |
On Update, we shake our values if needed, or reset if our shake has ended More... | |
virtual void | Shake () |
Override this method to implement shake over time More... | |
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... | |
virtual Color | ShakeGradient (Gradient gradient) |
virtual void | ResetTargetValues () |
Resets the values on the target More... | |
virtual void | ResetShakerValues () |
Resets the values on the shaker More... | |
virtual void | ShakeComplete () |
Describes what happens when the shake is complete More... | |
virtual void | OnEnable () |
On enable we start shaking if needed More... | |
virtual void | OnDestroy () |
On destroy we stop listening for events More... | |
virtual void | OnDisable () |
On disable we complete our shake if it was in progress More... | |
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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float | _shakeStartedTimestamp = -Single.MaxValue |
float | _remappedTimeSinceStart |
bool | _resetShakerValuesAfterShake |
bool | _resetTargetValuesAfterShake |
float | _journey |
Add this class to a Camera with a URP lens distortion post processing and it'll be able to "shake" its values by getting events
bool MoreMountains.FeedbacksForThirdParty.MMLensDistortionShaker_URP.RelativeIntensity = false |
whether or not to add to the initial value
float MoreMountains.FeedbacksForThirdParty.MMLensDistortionShaker_URP.RemapIntensityOne = 0.5f |
the value to remap the curve's 1 to
float MoreMountains.FeedbacksForThirdParty.MMLensDistortionShaker_URP.RemapIntensityZero = 0f |
the value to remap the curve's 0 to
AnimationCurve MoreMountains.FeedbacksForThirdParty.MMLensDistortionShaker_URP.ShakeIntensity |
the curve used to animate the intensity value on