A class used in Feel's Brass demo to generate a ground that reacts to the music made of many cubes
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A class used in Feel's Brass demo to generate a ground that reacts to the music made of many cubes
◆ Awake()
virtual void MoreMountains.Feel.FeelBrassGroundGenerator.Awake |
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On Awake we generate our ground if needed
◆ GenerateGround()
virtual void MoreMountains.Feel.FeelBrassGroundGenerator.GenerateGround |
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Instantiates cubes to form a ground and randomizes their settings
◆ InstantiateBlock()
virtual MMRadioReceiver MoreMountains.Feel.FeelBrassGroundGenerator.InstantiateBlock |
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Vector3 |
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newName |
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protectedvirtual |
◆ _counter
int MoreMountains.Feel.FeelBrassGroundGenerator._counter |
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◆ _receiver
◆ _wipName
string MoreMountains.Feel.FeelBrassGroundGenerator._wipName |
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◆ _wipPosition
Vector3 MoreMountains.Feel.FeelBrassGroundGenerator._wipPosition |
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◆ 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 |
◆ DancerOffset
Vector3 MoreMountains.Feel.FeelBrassGroundGenerator.DancerOffset |
the offset to apply to the dancer's position
◆ Depth
float MoreMountains.Feel.FeelBrassGroundGenerator.Depth = 0.5f |
◆ 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 |
◆ 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 documentation for this class was generated from the following file: