MMFeedbacks  v1.6
Public Types | Public Attributes | Protected Member Functions | Protected Attributes | Properties | List of all members
MoreMountains.Feedbacks.MMFeedbackFade Class Reference

This feedback will trigger a one time play on a target FloatController More...

Inheritance diagram for MoreMountains.Feedbacks.MMFeedbackFade:
MoreMountains.Feedbacks.MMFeedback

Public Types

enum  FadeTypes { FadeTypes.FadeIn, FadeTypes.FadeOut, FadeTypes.Custom }
 sets the inspector color for this feedback More...
 
enum  PositionModes { PositionModes.FeedbackPosition, PositionModes.Transform, PositionModes.WorldPosition, PositionModes.Script }
 

Public Attributes

FadeTypes FadeType
 the type of fade we want to use when this feedback gets played More...
 
int ID = 0
 the ID of the fader(s) to pilot More...
 
float Duration = 1f
 the duration (in seconds) of the fade More...
 
MMTweenType Curve = new MMTweenType(MMTween.MMTweenCurve.EaseInCubic)
 the curve to use for this fade More...
 
bool IgnoreTimeScale = true
 whether or not this fade should ignore timescale More...
 
float TargetAlpha
 the target alpha we're aiming for with this fade More...
 
PositionModes PositionMode = PositionModes.FeedbackPosition
 the chosen way to position the object More...
 
Transform TargetTransform
 the transform at which to instantiate the object More...
 
Vector3 TargetPosition
 the transform at which to instantiate the object More...
 
Vector3 PositionOffset
 the position offset at which to instantiate the vfx object More...
 
- Public Attributes inherited from MoreMountains.Feedbacks.MMFeedback
bool Active = true
 whether or not this feedback is active More...
 
string Label = "MMFeedback"
 the name of this feedback to display in the inspector More...
 
float Chance = 100f
 the chance of this feedback happening (in percent : 100 : happens all the time, 0 : never happens, 50 : happens once every two calls, etc) More...
 
MMFeedbackTiming Timing
 a number of timing-related values (delay, repeat, etc) More...
 
bool DebugActive = false
 whether or not this feedback is in debug mode More...
 

Protected Member Functions

override void CustomPlayFeedback (Vector3 position, float attenuation=1.0f)
 On play we trigger the selected fade event More...
 
virtual Vector3 GetPosition (Vector3 position)
 Computes the proper position for this fade More...
 
- Protected Member Functions inherited from MoreMountains.Feedbacks.MMFeedback
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...
 

Protected Attributes

Vector3 _position
 
- Protected Attributes inherited from MoreMountains.Feedbacks.MMFeedback
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
 

Properties

override float FeedbackDuration [get]
 the duration of this feedback is the duration of the fade More...
 
- Properties inherited from MoreMountains.Feedbacks.MMFeedback
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...
 

Additional Inherited Members

- Public Member Functions inherited from MoreMountains.Feedbacks.MMFeedback
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...
 

Detailed Description

This feedback will trigger a one time play on a target FloatController

Member Enumeration Documentation

◆ FadeTypes

sets the inspector color for this feedback

the different possible types of fades

Enumerator
FadeIn 
FadeOut 
Custom 

◆ PositionModes

the different ways to send the position to the fader :

  • FeedbackPosition : fade at the position of the feedback, plus an optional offset
  • Transform : fade at the specified Transform's position, plus an optional offset
  • WorldPosition : fade at the specified world position vector, plus an optional offset
  • Script : the position passed in parameters when calling the feedback
Enumerator
FeedbackPosition 
Transform 
WorldPosition 
Script 

Member Function Documentation

◆ CustomPlayFeedback()

override void MoreMountains.Feedbacks.MMFeedbackFade.CustomPlayFeedback ( Vector3  position,
float  attenuation = 1.0f 
)
protectedvirtual

On play we trigger the selected fade event

Parameters
position
attenuation

Implements MoreMountains.Feedbacks.MMFeedback.

◆ GetPosition()

virtual Vector3 MoreMountains.Feedbacks.MMFeedbackFade.GetPosition ( Vector3  position)
protectedvirtual

Computes the proper position for this fade

Parameters
position
Returns

Member Data Documentation

◆ _position

Vector3 MoreMountains.Feedbacks.MMFeedbackFade._position
protected

◆ Curve

MMTweenType MoreMountains.Feedbacks.MMFeedbackFade.Curve = new MMTweenType(MMTween.MMTweenCurve.EaseInCubic)

the curve to use for this fade

◆ Duration

float MoreMountains.Feedbacks.MMFeedbackFade.Duration = 1f

the duration (in seconds) of the fade

◆ FadeType

FadeTypes MoreMountains.Feedbacks.MMFeedbackFade.FadeType

the type of fade we want to use when this feedback gets played

◆ ID

int MoreMountains.Feedbacks.MMFeedbackFade.ID = 0

the ID of the fader(s) to pilot

◆ IgnoreTimeScale

bool MoreMountains.Feedbacks.MMFeedbackFade.IgnoreTimeScale = true

whether or not this fade should ignore timescale

◆ PositionMode

PositionModes MoreMountains.Feedbacks.MMFeedbackFade.PositionMode = PositionModes.FeedbackPosition

the chosen way to position the object

◆ PositionOffset

Vector3 MoreMountains.Feedbacks.MMFeedbackFade.PositionOffset

the position offset at which to instantiate the vfx object

◆ TargetAlpha

float MoreMountains.Feedbacks.MMFeedbackFade.TargetAlpha

the target alpha we're aiming for with this fade

◆ TargetPosition

Vector3 MoreMountains.Feedbacks.MMFeedbackFade.TargetPosition

the transform at which to instantiate the object

◆ TargetTransform

Transform MoreMountains.Feedbacks.MMFeedbackFade.TargetTransform

the transform at which to instantiate the object

Property Documentation

◆ FeedbackDuration

override float MoreMountains.Feedbacks.MMFeedbackFade.FeedbackDuration
get

the duration of this feedback is the duration of the fade


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