This feedback will trigger a flash event (to be caught by a MMFlash) when played
More...
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int | Channel = 0 |
| sets the inspector color for this feedback More...
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Color | FlashColor = Color.white |
| the color of the flash More...
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float | FlashDuration = 0.2f |
| the flash duration (in seconds) More...
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float | FlashAlpha = 1f |
| the alpha of the flash More...
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int | FlashID = 0 |
| the ID of the flash (usually 0). You can specify on each MMFlash object an ID, allowing you to have different flash images in one scene and call them separately (one for damage, one for health pickups, etc) More...
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bool | Active = true |
| whether or not this feedback is active More...
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string | Label = "MMFeedback" |
| the name of this feedback to display in the inspector More...
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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...
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MMFeedbackTiming | Timing |
| a number of timing-related values (delay, repeat, etc) More...
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bool | DebugActive = false |
| whether or not this feedback is in debug mode More...
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override void | CustomPlayFeedback (Vector3 position, float attenuation=1.0f) |
| On Play we trigger a flash event More...
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virtual IEnumerator | PlayCoroutine (Vector3 position, float attenuation=1.0f) |
| An internal coroutine delaying the initial play of the feedback More...
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virtual void | RegularPlay (Vector3 position, float attenuation=1.0f) |
| Triggers delaying coroutines if needed More...
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virtual IEnumerator | InfinitePlay (Vector3 position, float attenuation=1.0f) |
| Internal coroutine used for repeated play without end More...
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virtual IEnumerator | RepeatedPlay (Vector3 position, float attenuation=1.0f) |
| Internal coroutine used for repeated play More...
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virtual IEnumerator | SequenceCoroutine (Vector3 position, float attenuation=1.0f) |
| A coroutine used to play this feedback on a sequence More...
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virtual void | CustomInitialization (GameObject owner) |
| This method describes all custom initialization processes the feedback requires, in addition to the main Initialization method More...
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virtual void | CustomStopFeedback (Vector3 position, float attenuation=1.0f) |
| This method describes what happens when the feedback gets stopped More...
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virtual void | CustomReset () |
| This method describes what happens when the feedback gets reset More...
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override float | FeedbackDuration [get] |
| the duration of this feedback is the duration of the flash More...
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GameObject | Owner [get, set] |
| the Owner of the feedback, as defined when calling the Initialization method More...
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virtual YieldInstruction | Pause [get] |
| set this to true if your feedback should pause the execution of the feedback sequence More...
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virtual bool | HoldingPause [get] |
| if this is true, this feedback will wait until all previous feedbacks have run More...
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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...
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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...
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virtual bool | InCooldown [get] |
| returns true if this feedback is in cooldown at this time (and thus can't play), false otherwise More...
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float | FeedbackTime [get] |
| the time (or unscaled time) based on the selected Timing settings More...
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float | FeedbackDeltaTime [get] |
| the delta time (or unscaled delta time) based on the selected Timing settings More...
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virtual float | FeedbackStartedAt [get] |
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virtual float | FeedbackDuration [get] |
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virtual bool | FeedbackPlaying [get] |
| whether or not this feedback is playing right now More...
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This feedback will trigger a flash event (to be caught by a MMFlash) when played
◆ CustomPlayFeedback()
override void MoreMountains.Feedbacks.MMFeedbackFlash.CustomPlayFeedback |
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Vector3 |
position, |
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float |
attenuation = 1.0f |
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protectedvirtual |
◆ Channel
int MoreMountains.Feedbacks.MMFeedbackFlash.Channel = 0 |
sets the inspector color for this feedback
the channel to broadcast that flash event on
◆ FlashAlpha
float MoreMountains.Feedbacks.MMFeedbackFlash.FlashAlpha = 1f |
◆ FlashColor
Color MoreMountains.Feedbacks.MMFeedbackFlash.FlashColor = Color.white |
◆ FlashDuration
float MoreMountains.Feedbacks.MMFeedbackFlash.FlashDuration = 0.2f |
the flash duration (in seconds)
◆ FlashID
int MoreMountains.Feedbacks.MMFeedbackFlash.FlashID = 0 |
the ID of the flash (usually 0). You can specify on each MMFlash object an ID, allowing you to have different flash images in one scene and call them separately (one for damage, one for health pickups, etc)
◆ FeedbackDuration
override float MoreMountains.Feedbacks.MMFeedbackFlash.FeedbackDuration |
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get |
the duration of this feedback is the duration of the flash
The documentation for this class was generated from the following file:
- F:/Github/Store/MMFeedbacksStore/Assets/MMFeedbacks/MMFeedbacks/MMFeedbacks/Feedbacks/MMFeedbackFlash.cs