Feel
4.3
The best way to improve your game's feel and make it extra juicy
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Public Member Functions | |
delegate void | Delegate (float duration, float shakeSpeed, float shakeRange, Vector3 shakeMainDirection, bool randomizeDirection, Vector3 shakeAltDirection, bool randomizeDirectionOnPlay, bool randomizeDirectionX, bool randomizeDirectionY, bool randomizeDirectionZ, bool addDirectionalNoise, Vector3 directionalNoiseStrengthMin, Vector3 directionalNoiseStrengthMax, Vector3 randomnessSeed, bool randomizeSeedOnShake, bool useAttenuation, AnimationCurve attenuationCurve, bool useRange=false, float rangeDistance=0f, bool useRangeFalloff=false, AnimationCurve rangeFalloff=null, Vector2 remapRangeFalloff=default(Vector2), Vector3 rangePosition=default(Vector3), float feedbacksIntensity=1.0f, MMChannelData channelData=null, bool resetShakerValuesAfterShake=true, bool resetTargetValuesAfterShake=true, bool forwardDirection=true, TimescaleModes timescaleMode=TimescaleModes.Scaled, bool stop=false, bool restore=false) |
Static Public Member Functions | |
static void | Register (Delegate callback) |
static void | Unregister (Delegate callback) |
static void | Trigger (float duration, float shakeSpeed, float shakeRange, Vector3 shakeMainDirection, bool randomizeDirection, Vector3 shakeAltDirection, bool randomizeDirectionOnPlay, bool randomizeDirectionX, bool randomizeDirectionY, bool randomizeDirectionZ, bool addDirectionalNoise, Vector3 directionalNoiseStrengthMin, Vector3 directionalNoiseStrengthMax, Vector3 randomnessSeed, bool randomizeSeedOnShake, bool useAttenuation, AnimationCurve attenuationCurve, bool useRange=false, float rangeDistance=0f, bool useRangeFalloff=false, AnimationCurve rangeFalloff=null, Vector2 remapRangeFalloff=default(Vector2), Vector3 rangePosition=default(Vector3), float feedbacksIntensity=1.0f, MMChannelData channelData=null, bool resetShakerValuesAfterShake=true, bool resetTargetValuesAfterShake=true, bool forwardDirection=true, TimescaleModes timescaleMode=TimescaleModes.Scaled, bool stop=false, bool restore=false) |
delegate void MoreMountains.Feedbacks.MMPositionShakeEvent.Delegate | ( | float | duration, |
float | shakeSpeed, | ||
float | shakeRange, | ||
Vector3 | shakeMainDirection, | ||
bool | randomizeDirection, | ||
Vector3 | shakeAltDirection, | ||
bool | randomizeDirectionOnPlay, | ||
bool | randomizeDirectionX, | ||
bool | randomizeDirectionY, | ||
bool | randomizeDirectionZ, | ||
bool | addDirectionalNoise, | ||
Vector3 | directionalNoiseStrengthMin, | ||
Vector3 | directionalNoiseStrengthMax, | ||
Vector3 | randomnessSeed, | ||
bool | randomizeSeedOnShake, | ||
bool | useAttenuation, | ||
AnimationCurve | attenuationCurve, | ||
bool | useRange = false , |
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float | rangeDistance = 0f , |
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bool | useRangeFalloff = false , |
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AnimationCurve | rangeFalloff = null , |
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Vector2 | remapRangeFalloff = default(Vector2) , |
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Vector3 | rangePosition = default(Vector3) , |
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float | feedbacksIntensity = 1.0f , |
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MMChannelData | channelData = null , |
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bool | resetShakerValuesAfterShake = true , |
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bool | resetTargetValuesAfterShake = true , |
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bool | forwardDirection = true , |
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TimescaleModes | timescaleMode = TimescaleModes.Scaled , |
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bool | stop = false , |
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bool | restore = false |
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