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

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

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

Public Types

enum  Modes { Modes.OneTime, Modes.ToDestination }
 the different possible modes More...
 

Public Attributes

Modes Mode = Modes.OneTime
 sets the inspector color for this feedback More...
 
FloatController TargetFloatController
 the float controller to trigger a one time play on More...
 
bool RevertToInitialValueAfterEnd = false
 whether this should revert to original at the end More...
 
float OneTimeDuration = 1f
 the duration of the One Time shake More...
 
float OneTimeAmplitude = 1f
 the amplitude of the One Time shake (this will be multiplied by the curve's height) More...
 
float OneTimeRemapMin = 0f
 the low value to remap the normalized curve value to More...
 
float OneTimeRemapMax = 1f
 the high value to remap the normalized curve value to More...
 
AnimationCurve OneTimeCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0))
 the curve to apply to the one time shake More...
 
float ToDestinationValue = 1f
 
float ToDestinationDuration = 1f
 
AnimationCurve ToDestinationCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0))
 
- 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 CustomInitialization (GameObject owner)
 On init we grab our initial color and components More...
 
override void CustomPlayFeedback (Vector3 position, float attenuation=1.0f)
 On play we make our renderer flicker More...
 
override void CustomReset ()
 On reset we make our renderer stop flickering 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 CustomStopFeedback (Vector3 position, float attenuation=1.0f)
 This method describes what happens when the feedback gets stopped More...
 

Protected Attributes

float _oneTimeDurationStorage
 
float _oneTimeAmplitudeStorage
 
float _oneTimeRemapMinStorage
 
float _oneTimeRemapMaxStorage
 
AnimationCurve _oneTimeCurveStorage
 
float _toDestinationValueStorage
 
float _toDestinationDurationStorage
 
AnimationCurve _toDestinationCurveStorage
 
bool _revertToInitialValueAfterEndStorage
 
- 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 one time hit 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

◆ Modes

the different possible modes

Enumerator
OneTime 
ToDestination 

Member Function Documentation

◆ CustomInitialization()

override void MoreMountains.Feedbacks.MMFeedbackFloatController.CustomInitialization ( GameObject  owner)
protectedvirtual

On init we grab our initial color and components

Parameters
owner

Reimplemented from MoreMountains.Feedbacks.MMFeedback.

◆ CustomPlayFeedback()

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

On play we make our renderer flicker

Parameters
position
attenuation

Implements MoreMountains.Feedbacks.MMFeedback.

◆ CustomReset()

override void MoreMountains.Feedbacks.MMFeedbackFloatController.CustomReset ( )
protectedvirtual

On reset we make our renderer stop flickering

Reimplemented from MoreMountains.Feedbacks.MMFeedback.

Member Data Documentation

◆ _oneTimeAmplitudeStorage

float MoreMountains.Feedbacks.MMFeedbackFloatController._oneTimeAmplitudeStorage
protected

◆ _oneTimeCurveStorage

AnimationCurve MoreMountains.Feedbacks.MMFeedbackFloatController._oneTimeCurveStorage
protected

◆ _oneTimeDurationStorage

float MoreMountains.Feedbacks.MMFeedbackFloatController._oneTimeDurationStorage
protected

◆ _oneTimeRemapMaxStorage

float MoreMountains.Feedbacks.MMFeedbackFloatController._oneTimeRemapMaxStorage
protected

◆ _oneTimeRemapMinStorage

float MoreMountains.Feedbacks.MMFeedbackFloatController._oneTimeRemapMinStorage
protected

◆ _revertToInitialValueAfterEndStorage

bool MoreMountains.Feedbacks.MMFeedbackFloatController._revertToInitialValueAfterEndStorage
protected

◆ _toDestinationCurveStorage

AnimationCurve MoreMountains.Feedbacks.MMFeedbackFloatController._toDestinationCurveStorage
protected

◆ _toDestinationDurationStorage

float MoreMountains.Feedbacks.MMFeedbackFloatController._toDestinationDurationStorage
protected

◆ _toDestinationValueStorage

float MoreMountains.Feedbacks.MMFeedbackFloatController._toDestinationValueStorage
protected

◆ Mode

Modes MoreMountains.Feedbacks.MMFeedbackFloatController.Mode = Modes.OneTime

sets the inspector color for this feedback

the mode this controller is in

◆ OneTimeAmplitude

float MoreMountains.Feedbacks.MMFeedbackFloatController.OneTimeAmplitude = 1f

the amplitude of the One Time shake (this will be multiplied by the curve's height)

◆ OneTimeCurve

AnimationCurve MoreMountains.Feedbacks.MMFeedbackFloatController.OneTimeCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0))

the curve to apply to the one time shake

◆ OneTimeDuration

float MoreMountains.Feedbacks.MMFeedbackFloatController.OneTimeDuration = 1f

the duration of the One Time shake

◆ OneTimeRemapMax

float MoreMountains.Feedbacks.MMFeedbackFloatController.OneTimeRemapMax = 1f

the high value to remap the normalized curve value to

◆ OneTimeRemapMin

float MoreMountains.Feedbacks.MMFeedbackFloatController.OneTimeRemapMin = 0f

the low value to remap the normalized curve value to

◆ RevertToInitialValueAfterEnd

bool MoreMountains.Feedbacks.MMFeedbackFloatController.RevertToInitialValueAfterEnd = false

whether this should revert to original at the end

◆ TargetFloatController

FloatController MoreMountains.Feedbacks.MMFeedbackFloatController.TargetFloatController

the float controller to trigger a one time play on

◆ ToDestinationCurve

AnimationCurve MoreMountains.Feedbacks.MMFeedbackFloatController.ToDestinationCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0))

◆ ToDestinationDuration

float MoreMountains.Feedbacks.MMFeedbackFloatController.ToDestinationDuration = 1f

◆ ToDestinationValue

float MoreMountains.Feedbacks.MMFeedbackFloatController.ToDestinationValue = 1f

Property Documentation

◆ FeedbackDuration

override float MoreMountains.Feedbacks.MMFeedbackFloatController.FeedbackDuration
get

the duration of this feedback is the duration of the one time hit


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