|
| GameObject | AnimatePositionTarget |
| | the object this feedback will animate the position for More...
|
| |
| Modes | Mode = Modes.AtoB |
| | the mode this animation should follow (either going from A to B, or moving along a curve) More...
|
| |
| TimeScales | TimeScale = TimeScales.Scaled |
| | whether this feedback should play in scaled or unscaled time More...
|
| |
| Spaces | Space = Spaces.World |
| | the space in which to move the position in More...
|
| |
| float | AnimatePositionDuration = 0.2f |
| | the duration of the animation on play More...
|
| |
| AnimationCurve | AnimatePositionCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.1f, 0.05f), new Keyframe(0.9f, 0.95f), new Keyframe(1, 1)) |
| | the acceleration of the movement More...
|
| |
| float | RemapCurveZero = 0f |
| | the value to remap the curve's 0 value to More...
|
| |
| float | RemapCurveOne = 1f |
| | the value to remap the curve's 1 value to More...
|
| |
| bool | AnimateX |
| | if this is true, the x position will be animated More...
|
| |
| AnimationCurve | AnimatePositionCurveX = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(0.6f, -1f), new Keyframe(1, 0f)) |
| | the acceleration of the movement More...
|
| |
| bool | AnimateY |
| | if this is true, the y position will be animated More...
|
| |
| AnimationCurve | AnimatePositionCurveY = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(0.6f, -1f), new Keyframe(1, 0f)) |
| | the acceleration of the movement More...
|
| |
| bool | AnimateZ |
| | if this is true, the z position will be animated More...
|
| |
| AnimationCurve | AnimatePositionCurveZ = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(0.6f, -1f), new Keyframe(1, 0f)) |
| | the acceleration of the movement More...
|
| |
| bool | RelativePosition = true |
| | if this is true, the initial position won't be added to init and destination More...
|
| |
| Vector3 | InitialPosition = Vector3.zero |
| | the initial position More...
|
| |
| Vector3 | DestinationPosition = Vector3.one |
| | the destination position More...
|
| |
| Transform | InitialPositionTransform |
| | the initial transform - if set, takes precedence over the Vector3 above More...
|
| |
| Transform | DestinationPositionTransform |
| | the destination transform - if set, takes precedence over the Vector3 above More...
|
| |
| 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...
|
| |
|
| override void | CustomInitialization (GameObject owner) |
| | On init, we set our initial and destination positions (transform will take precedence over vector3s) More...
|
| |
| virtual void | DeterminePositions () |
| |
| override void | CustomPlayFeedback (Vector3 position, float attenuation=1.0f) |
| | On Play, we move our object from A to B More...
|
| |
| virtual IEnumerator | MoveAlongCurve (GameObject movingObject, Vector3 initialPosition, float duration) |
| | Moves the object along a curve More...
|
| |
| virtual void | ComputeNewCurvePosition (GameObject movingObject, Vector3 initialPosition, float percent) |
| |
| virtual IEnumerator | MoveFromTo (GameObject movingObject, Vector3 pointA, Vector3 pointB, float duration, AnimationCurve curve=null) |
| | Moves an object from point A to point B in a given time More...
|
| |
| virtual Vector3 | GetPosition (Transform target) |
| |
| virtual void | SetPosition (Transform target, Vector3 newPosition) |
| |
| 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...
|
| |
|
| override float | FeedbackDuration [get] |
| | the duration of this feedback is the duration of its animation More...
|
| |
| 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...
|
| |
|
| 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...
|
| |
this feedback will let you animate the position of