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

This feedback will instantiate the associated object (usually a VFX, but not necessarily), optionnally creating an object pool of them for performance More...

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

Public Types

enum  PositionModes { PositionModes.FeedbackPosition, PositionModes.Transform, PositionModes.WorldPosition, PositionModes.Script }
 

Public Attributes

GameObject VfxToInstantiate
 sets the inspector color for this feedback 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 VfxPositionOffset
 the position offset at which to instantiate the vfx object More...
 
bool VfxCreateObjectPool
 whether or not we should create automatically an object pool for this vfx More...
 
int VfxObjectPoolSize = 5
 the initial and planned size of this object pool 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 CustomInitialization (GameObject owner)
 On init we create an object pool if needed More...
 
override void CustomPlayFeedback (Vector3 position, float attenuation=1.0f)
 On Play we instantiate the specified object, either from the object pool or from scratch More...
 
virtual Vector3 GetPosition (Vector3 position)
 
- 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...
 
virtual void CustomReset ()
 This method describes what happens when the feedback gets reset More...
 

Protected Attributes

MMMiniObjectPooler _objectPool
 
GameObject _newGameObject
 
- 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
 

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...
 
- 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...
 

Detailed Description

This feedback will instantiate the associated object (usually a VFX, but not necessarily), optionnally creating an object pool of them for performance

Member Enumeration Documentation

◆ PositionModes

the different ways to position the instantiated object :

  • FeedbackPosition : object will be instantiated at the position of the feedback, plus an optional offset
  • Transform : the object will be instantiated at the specified Transform's position, plus an optional offset
  • WorldPosition : the object will be instantiated 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

◆ CustomInitialization()

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

On init we create an object pool if needed

Parameters
owner

Reimplemented from MoreMountains.Feedbacks.MMFeedback.

◆ CustomPlayFeedback()

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

On Play we instantiate the specified object, either from the object pool or from scratch

Parameters
position
attenuation

Implements MoreMountains.Feedbacks.MMFeedback.

◆ GetPosition()

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

Member Data Documentation

◆ _newGameObject

GameObject MoreMountains.Feedbacks.MMFeedbackInstantiateObject._newGameObject
protected

◆ _objectPool

MMMiniObjectPooler MoreMountains.Feedbacks.MMFeedbackInstantiateObject._objectPool
protected

◆ PositionMode

PositionModes MoreMountains.Feedbacks.MMFeedbackInstantiateObject.PositionMode = PositionModes.FeedbackPosition

the chosen way to position the object

◆ TargetPosition

Vector3 MoreMountains.Feedbacks.MMFeedbackInstantiateObject.TargetPosition

the transform at which to instantiate the object

◆ TargetTransform

Transform MoreMountains.Feedbacks.MMFeedbackInstantiateObject.TargetTransform

the transform at which to instantiate the object

◆ VfxCreateObjectPool

bool MoreMountains.Feedbacks.MMFeedbackInstantiateObject.VfxCreateObjectPool

whether or not we should create automatically an object pool for this vfx

◆ VfxObjectPoolSize

int MoreMountains.Feedbacks.MMFeedbackInstantiateObject.VfxObjectPoolSize = 5

the initial and planned size of this object pool

◆ VfxPositionOffset

Vector3 MoreMountains.Feedbacks.MMFeedbackInstantiateObject.VfxPositionOffset

the position offset at which to instantiate the vfx object

◆ VfxToInstantiate

GameObject MoreMountains.Feedbacks.MMFeedbackInstantiateObject.VfxToInstantiate

sets the inspector color for this feedback

the vfx object to instantiate


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