This feedback will make the bound renderer flicker for the set duration when played (and restore its initial color when stopped)
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| virtual IEnumerator | Flicker (Renderer renderer, Color initialColor, Color flickerColor, float flickerSpeed, float flickerDuration) |
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| virtual void | Initialization (GameObject owner) |
| | Initializes the feedback and its timing related variables More...
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| virtual void | Play (Vector3 position, float attenuation=1.0f) |
| | Plays the feedback More...
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| virtual void | Stop (Vector3 position, float attenuation=1.0f) |
| | Stops all feedbacks from playing. Will stop repeating feedbacks, and call custom stop implementations More...
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| virtual void | ResetFeedback () |
| | Calls this feedback's custom reset More...
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| virtual void | SetSequence (MMSequence newSequence) |
| | Use this method to change this feedback's sequence at runtime More...
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| virtual void | SetDelayBetweenRepeats (float delay) |
| | Use this method to specify a new delay between repeats at runtime More...
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| virtual void | SetInitialDelay (float delay) |
| | Use this method to specify a new initial delay at runtime More...
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| override void | CustomInitialization (GameObject owner) |
| | On init we grab our initial color and components More...
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| override void | CustomPlayFeedback (Vector3 position, float attenuation=1.0f) |
| | On play we make our renderer flicker More...
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| override void | CustomReset () |
| | On reset we make our renderer stop flickering More...
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| virtual void | SetColor (Color color) |
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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 | CustomStopFeedback (Vector3 position, float attenuation=1.0f) |
| | This method describes what happens when the feedback gets stopped More...
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| override float | FeedbackDuration [get] |
| | the duration of this feedback is the duration of the flicker 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 make the bound renderer flicker for the set duration when played (and restore its initial color when stopped)