This feedback will cause a pause when met, preventing any other feedback lower in the sequence to run until it's complete.
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override void | CustomInitialization (GameObject owner) |
| On init we cache our wait for seconds More...
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override void | CustomPlayFeedback (Vector3 position, float attenuation=1.0f) |
| On play we trigger our pause More...
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virtual IEnumerator | PlayPause () |
| Pause coroutine More...
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virtual void | CacheWaitForSeconds () |
| Caches our waitforseconds More...
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virtual void | OnValidate () |
| When changed, we cache our waitforseconds again 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 | 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 YieldInstruction | Pause [get] |
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override float | FeedbackDuration [get] |
| the duration of this feedback is the duration of the pause 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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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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This feedback will cause a pause when met, preventing any other feedback lower in the sequence to run until it's complete.