MMFeedbacks  v1.6
Protected Member Functions | Properties | List of all members
MoreMountains.Feedbacks.MMFeedbackLooperStart Class Reference

This feedback can act as a pause but also as a start point for your loops. Add a FeedbackLooper below this (and after a few feedbacks) and your MMFeedbacks will loop between both More...

Inheritance diagram for MoreMountains.Feedbacks.MMFeedbackLooperStart:
MoreMountains.Feedbacks.MMFeedbackPause MoreMountains.Feedbacks.MMFeedback

Protected Member Functions

virtual void Reset ()
 Overrides the default value More...
 
override void CustomPlayFeedback (Vector3 position, float attenuation=1.0f)
 On play we run our pause More...
 
- Protected Member Functions inherited from MoreMountains.Feedbacks.MMFeedbackPause
override void CustomInitialization (GameObject owner)
 On init we cache our wait for seconds More...
 
override void CustomPlayFeedback (Vector3 position, float attenuation=1.0f)
 On play we trigger our pause More...
 
virtual IEnumerator PlayPause ()
 Pause coroutine More...
 
virtual void CacheWaitForSeconds ()
 Caches our waitforseconds More...
 
virtual void OnValidate ()
 When changed, we cache our waitforseconds again 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...
 
virtual void CustomReset ()
 This method describes what happens when the feedback gets reset More...
 

Properties

override bool LooperStart [get]
 sets the color of this feedback in the inspector More...
 
override YieldInstruction Pause [get]
 
override float FeedbackDuration [get]
 the duration of this feedback is the duration of the pause More...
 
- Properties inherited from MoreMountains.Feedbacks.MMFeedbackPause
override YieldInstruction Pause [get]
 
override float FeedbackDuration [get]
 the duration of this feedback is the duration of the pause 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...
 
- Public Attributes inherited from MoreMountains.Feedbacks.MMFeedbackPause
float PauseDuration = 1f
 the duration of the pause, in seconds 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 Attributes inherited from MoreMountains.Feedbacks.MMFeedbackPause
WaitForSeconds _waitForSeconds
 
- 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
 

Detailed Description

This feedback can act as a pause but also as a start point for your loops. Add a FeedbackLooper below this (and after a few feedbacks) and your MMFeedbacks will loop between both

Member Function Documentation

◆ CustomPlayFeedback()

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

On play we run our pause

Parameters
position
attenuation

Implements MoreMountains.Feedbacks.MMFeedback.

◆ Reset()

virtual void MoreMountains.Feedbacks.MMFeedbackLooperStart.Reset ( )
protectedvirtual

Overrides the default value

Property Documentation

◆ FeedbackDuration

override float MoreMountains.Feedbacks.MMFeedbackLooperStart.FeedbackDuration
get

the duration of this feedback is the duration of the pause

◆ LooperStart

override bool MoreMountains.Feedbacks.MMFeedbackLooperStart.LooperStart
get

sets the color of this feedback in the inspector

◆ Pause

override YieldInstruction MoreMountains.Feedbacks.MMFeedbackLooperStart.Pause
get

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