|
override void | CustomPlayFeedback (Vector3 position, float attenuation=1.0f) |
| On Custom play, we trigger our MMBlink object More...
|
|
virtual IEnumerator | PlayCoroutine (Vector3 position, float attenuation=1.0f) |
| An internal coroutine delaying the initial play of the feedback More...
|
|
virtual void | RegularPlay (Vector3 position, float attenuation=1.0f) |
| Triggers delaying coroutines if needed More...
|
|
virtual IEnumerator | InfinitePlay (Vector3 position, float attenuation=1.0f) |
| Internal coroutine used for repeated play without end More...
|
|
virtual IEnumerator | RepeatedPlay (Vector3 position, float attenuation=1.0f) |
| Internal coroutine used for repeated play More...
|
|
virtual IEnumerator | SequenceCoroutine (Vector3 position, float attenuation=1.0f) |
| A coroutine used to play this feedback on a sequence More...
|
|
virtual void | CustomInitialization (GameObject owner) |
| This method describes all custom initialization processes the feedback requires, in addition to the main Initialization method More...
|
|
virtual void | CustomStopFeedback (Vector3 position, float attenuation=1.0f) |
| This method describes what happens when the feedback gets stopped More...
|
|
virtual void | CustomReset () |
| This method describes what happens when the feedback gets reset More...
|
|
|
virtual void | Initialization (GameObject owner) |
| Initializes the feedback and its timing related variables More...
|
|
virtual void | Play (Vector3 position, float attenuation=1.0f) |
| Plays the feedback More...
|
|
virtual void | Stop (Vector3 position, float attenuation=1.0f) |
| Stops all feedbacks from playing. Will stop repeating feedbacks, and call custom stop implementations More...
|
|
virtual void | ResetFeedback () |
| Calls this feedback's custom reset More...
|
|
virtual void | SetSequence (MMSequence newSequence) |
| Use this method to change this feedback's sequence at runtime More...
|
|
virtual void | SetDelayBetweenRepeats (float delay) |
| Use this method to specify a new delay between repeats at runtime More...
|
|
virtual void | SetInitialDelay (float delay) |
| Use this method to specify a new initial delay at runtime More...
|
|
WaitForSeconds | _initialDelayWaitForSeconds |
|
WaitForSeconds | _betweenDelayWaitForSeconds |
|
WaitForSeconds | _sequenceDelayWaitForSeconds |
|
float | _lastPlayTimestamp = -1f |
|
int | _playsLeft |
|
bool | _initialized = false |
|
Coroutine | _playCoroutine |
|
Coroutine | _infinitePlayCoroutine |
|
Coroutine | _sequenceCoroutine |
|
Coroutine | _repeatedPlayCoroutine |
|
int | _sequenceTrackID = 0 |
|
float | _beatInterval |
|
bool | BeatThisFrame = false |
|
int | LastBeatIndex = 0 |
|
int | CurrentSequenceIndex = 0 |
|
float | LastBeatTimestamp = 0f |
|
GameObject | Owner [get, set] |
| the Owner of the feedback, as defined when calling the Initialization method More...
|
|
virtual YieldInstruction | Pause [get] |
| set this to true if your feedback should pause the execution of the feedback sequence More...
|
|
virtual bool | HoldingPause [get] |
| if this is true, this feedback will wait until all previous feedbacks have run More...
|
|
virtual bool | LooperPause [get] |
| if this is true, this feedback will wait until all previous feedbacks have run, then run all previous feedbacks again More...
|
|
virtual bool | LooperStart [get] |
| if this is true, this feedback will wait until all previous feedbacks have run, then run all previous feedbacks again More...
|
|
virtual bool | InCooldown [get] |
| returns true if this feedback is in cooldown at this time (and thus can't play), false otherwise More...
|
|
float | FeedbackTime [get] |
| the time (or unscaled time) based on the selected Timing settings More...
|
|
float | FeedbackDeltaTime [get] |
| the delta time (or unscaled delta time) based on the selected Timing settings More...
|
|
virtual float | FeedbackStartedAt [get] |
|
virtual float | FeedbackDuration [get] |
|
virtual bool | FeedbackPlaying [get] |
| whether or not this feedback is playing right now More...
|
|
This feedback will trigger a MMBlink object, letting you blink something