Feel  3.16
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MoreMountains.Feel.FeelBrassGroundGenerator Class Reference

A class used in Feel's Brass demo to generate a ground that reacts to the music made of many cubes More...

Inheritance diagram for MoreMountains.Feel.FeelBrassGroundGenerator:

Public Attributes

int NumberOfRows = 10
 the amount of rows of cubes we want to draw More...
 
int NumberOfColumns = 10
 the amount of columns of cubes we want to draw More...
 
Vector3 Offset
 the offset to apply to all cubes More...
 
Vector3 DancerOffset
 the offset to apply to the dancer's position More...
 
AnimationCurve Amplitude
 the curve on which to remap cube's amplitude More...
 
float Width = 0.5f
 the width of a cube More...
 
float Depth = 0.5f
 the depth of a cube More...
 
float MinRandom = 1f
 the minimum amount by which to multiply the amplitude level More...
 
float MaxRandom = 2f
 the maximum amount by which to multiply the amplitude level More...
 
float AmplitudeMultiplier = 2f
 the fixed multiplier to apply to the amplitude level More...
 
int FloatingCubesAmount = 20
 the amount of floating cubes we want More...
 
int FloatingBlockChance = 3
 the chance (in percent) of a floating block spawning for every grid cell More...
 
float MinHeight = 1f
 the minimum height at which floating cubes can be found More...
 
float MaxHeight = 5f
 the maximum height at which floating cubes can be found More...
 
float MinDistanceToDancer = 2f
 the radius around the dancer within which no floating cube should be spawned More...
 
float MinScale = 0.5f
 the minimum scale for floating cubes More...
 
float MaxScale = 2f
 the maximum scale for floating cubes More...
 
Material GroundMaterial
 the main ground material More...
 
Material GroundMaterialAlt1
 an alt material for the ground, used only for some cubes More...
 
Material GroundMaterialAlt2
 another alt material for the ground, used only for some cubes More...
 
MMRadioReceiver GroundPrefabToInstantiate
 the prefab to use for the ground cubes More...
 
Transform ParentContainer
 the node under which to nest all cubes More...
 
Transform Dancer
 the dancer in the scene More...
 
bool GenerateOnAwake = false
 whether or not to generate the ground on Awake More...
 
bool GenerateGroundBtn
 a test button to generate the ground More...
 

Protected Member Functions

virtual void Awake ()
 On Awake we generate our ground if needed More...
 
virtual void GenerateGround ()
 Instantiates cubes to form a ground and randomizes their settings More...
 
virtual MMRadioReceiver InstantiateBlock (Vector3 newPosition, string newName)
 

Protected Attributes

MMRadioReceiver _receiver
 
Vector3 _wipPosition
 
string _wipName
 
int _counter
 

Detailed Description

A class used in Feel's Brass demo to generate a ground that reacts to the music made of many cubes

Member Function Documentation

◆ Awake()

virtual void MoreMountains.Feel.FeelBrassGroundGenerator.Awake ( )
protectedvirtual

On Awake we generate our ground if needed

◆ GenerateGround()

virtual void MoreMountains.Feel.FeelBrassGroundGenerator.GenerateGround ( )
protectedvirtual

Instantiates cubes to form a ground and randomizes their settings

◆ InstantiateBlock()

virtual MMRadioReceiver MoreMountains.Feel.FeelBrassGroundGenerator.InstantiateBlock ( Vector3  newPosition,
string  newName 
)
protectedvirtual

Member Data Documentation

◆ _counter

int MoreMountains.Feel.FeelBrassGroundGenerator._counter
protected

◆ _receiver

MMRadioReceiver MoreMountains.Feel.FeelBrassGroundGenerator._receiver
protected

◆ _wipName

string MoreMountains.Feel.FeelBrassGroundGenerator._wipName
protected

◆ _wipPosition

Vector3 MoreMountains.Feel.FeelBrassGroundGenerator._wipPosition
protected

◆ Amplitude

AnimationCurve MoreMountains.Feel.FeelBrassGroundGenerator.Amplitude

the curve on which to remap cube's amplitude

◆ AmplitudeMultiplier

float MoreMountains.Feel.FeelBrassGroundGenerator.AmplitudeMultiplier = 2f

the fixed multiplier to apply to the amplitude level

◆ Dancer

Transform MoreMountains.Feel.FeelBrassGroundGenerator.Dancer

the dancer in the scene

◆ DancerOffset

Vector3 MoreMountains.Feel.FeelBrassGroundGenerator.DancerOffset

the offset to apply to the dancer's position

◆ Depth

float MoreMountains.Feel.FeelBrassGroundGenerator.Depth = 0.5f

the depth of a cube

◆ FloatingBlockChance

int MoreMountains.Feel.FeelBrassGroundGenerator.FloatingBlockChance = 3

the chance (in percent) of a floating block spawning for every grid cell

◆ FloatingCubesAmount

int MoreMountains.Feel.FeelBrassGroundGenerator.FloatingCubesAmount = 20

the amount of floating cubes we want

◆ GenerateGroundBtn

bool MoreMountains.Feel.FeelBrassGroundGenerator.GenerateGroundBtn

a test button to generate the ground

◆ GenerateOnAwake

bool MoreMountains.Feel.FeelBrassGroundGenerator.GenerateOnAwake = false

whether or not to generate the ground on Awake

◆ GroundMaterial

Material MoreMountains.Feel.FeelBrassGroundGenerator.GroundMaterial

the main ground material

◆ GroundMaterialAlt1

Material MoreMountains.Feel.FeelBrassGroundGenerator.GroundMaterialAlt1

an alt material for the ground, used only for some cubes

◆ GroundMaterialAlt2

Material MoreMountains.Feel.FeelBrassGroundGenerator.GroundMaterialAlt2

another alt material for the ground, used only for some cubes

◆ GroundPrefabToInstantiate

MMRadioReceiver MoreMountains.Feel.FeelBrassGroundGenerator.GroundPrefabToInstantiate

the prefab to use for the ground cubes

◆ MaxHeight

float MoreMountains.Feel.FeelBrassGroundGenerator.MaxHeight = 5f

the maximum height at which floating cubes can be found

◆ MaxRandom

float MoreMountains.Feel.FeelBrassGroundGenerator.MaxRandom = 2f

the maximum amount by which to multiply the amplitude level

◆ MaxScale

float MoreMountains.Feel.FeelBrassGroundGenerator.MaxScale = 2f

the maximum scale for floating cubes

◆ MinDistanceToDancer

float MoreMountains.Feel.FeelBrassGroundGenerator.MinDistanceToDancer = 2f

the radius around the dancer within which no floating cube should be spawned

◆ MinHeight

float MoreMountains.Feel.FeelBrassGroundGenerator.MinHeight = 1f

the minimum height at which floating cubes can be found

◆ MinRandom

float MoreMountains.Feel.FeelBrassGroundGenerator.MinRandom = 1f

the minimum amount by which to multiply the amplitude level

◆ MinScale

float MoreMountains.Feel.FeelBrassGroundGenerator.MinScale = 0.5f

the minimum scale for floating cubes

◆ NumberOfColumns

int MoreMountains.Feel.FeelBrassGroundGenerator.NumberOfColumns = 10

the amount of columns of cubes we want to draw

◆ NumberOfRows

int MoreMountains.Feel.FeelBrassGroundGenerator.NumberOfRows = 10

the amount of rows of cubes we want to draw

◆ Offset

Vector3 MoreMountains.Feel.FeelBrassGroundGenerator.Offset

the offset to apply to all cubes

◆ ParentContainer

Transform MoreMountains.Feel.FeelBrassGroundGenerator.ParentContainer

the node under which to nest all cubes

◆ Width

float MoreMountains.Feel.FeelBrassGroundGenerator.Width = 0.5f

the width of a cube


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