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Feel 5.9.1
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 vignette 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 | |
| AnimationCurve | ShakeIntensity = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0)) |
| the curve used to animate the intensity value on | |
| float | RemapIntensityZero = 0f |
| the value to remap the curve's 0 to | |
| float | RemapIntensityOne = 1f |
| the value to remap the curve's 1 to | |
| Public Attributes inherited from MoreMountains.Feedbacks.MMShaker | |
| 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 |
Additional Inherited Members | |
| Public Member Functions inherited from MoreMountains.Feedbacks.MMShaker | |
| virtual float | GetTime () |
| virtual float | GetDeltaTime () |
| virtual void | ForceInitialization () |
| Call this externally if you need to force a new initialization. | |
| virtual void | StartShaking () |
| Starts shaking the values. | |
| virtual void | Play () |
| Starts this shaker. | |
| virtual void | Stop () |
| Stops this shaker. | |
| virtual void | StartListening () |
| Starts listening for events. | |
| virtual void | StopListening () |
| Stops listening for events. | |
| virtual float | ComputeRangeIntensity (bool useRange, float rangeDistance, bool useRangeFalloff, AnimationCurve rangeFalloff, Vector2 remapRangeFalloff, Vector3 rangePosition) |
| Protected Member Functions inherited from MoreMountains.Feedbacks.MMShaker | |
| virtual void | Awake () |
| On Awake we grab our volume and profile. | |
| virtual void | Initialization () |
| Override this method to initialize your shaker. | |
| virtual void | SetShakeStartedTimestamp () |
| Logs the start timestamp for this shaker. | |
| virtual void | ShakeStarts () |
| Describes what happens when a shake starts. | |
| 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. | |
| Protected Attributes inherited from MoreMountains.Feedbacks.MMShaker | |
| float | _shakeStartedTimestamp = -Single.MaxValue |
| float | _shakeStartedTimestampUnscaled = -Single.MaxValue |
| float | _remappedTimeSinceStart |
| bool | _resetShakerValuesAfterShake |
| bool | _resetTargetValuesAfterShake |
| float | _journey |
| Properties inherited from MoreMountains.Feedbacks.MMShaker | |
| virtual MMChannelData | ChannelData [get] |
| virtual bool | ListeningToEvents [get] |
| virtual bool | InCooldown [get] |
| Returns true if this shaker is currently in cooldown, false otherwise. | |
Add this class to a Camera with a URP vignette post processing and it'll be able to "shake" its values by getting events.
| bool MoreMountains.FeedbacksForThirdParty.MMMotionBlurShaker_URP.RelativeIntensity = false |
whether or not to add to the initial value
| float MoreMountains.FeedbacksForThirdParty.MMMotionBlurShaker_URP.RemapIntensityOne = 1f |
the value to remap the curve's 1 to
| float MoreMountains.FeedbacksForThirdParty.MMMotionBlurShaker_URP.RemapIntensityZero = 0f |
the value to remap the curve's 0 to
| AnimationCurve MoreMountains.FeedbacksForThirdParty.MMMotionBlurShaker_URP.ShakeIntensity = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0)) |
the curve used to animate the intensity value on