This feedback will let you target (almost) any property, on any object in your scene. It also works on scriptable objects. Drag an object, select a property, and setup your feedback " + to update that property over time
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| MMPropertyReceiver | Target |
| | the receiver to write the level to More...
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| Modes | Mode = Modes.OverTime |
| | whether the feedback should affect the target property instantly or over a period of time More...
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| float | Duration = 0.2f |
| | how long the target property should change over time More...
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| bool | StartsOff = false |
| | whether or not that target property should be turned off on start More...
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| bool | RelativeValues = true |
| | whether or not the values should be relative or not More...
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| MMTweenType | LevelCurve = new MMTweenType(new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0))) |
| | the curve to tween the intensity on More...
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| float | RemapLevelZero = 0f |
| | the value to remap the intensity curve's 0 to More...
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| float | RemapLevelOne = 1f |
| | the value to remap the intensity curve's 1 to More...
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| float | InstantLevel |
| | the value to move the intensity to in instant mode More...
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| bool | Active = true |
| | whether or not this feedback is active More...
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| string | Label = "MMFeedback" |
| | the name of this feedback to display in the inspector More...
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| 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...
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| MMFeedbackTiming | Timing |
| | a number of timing-related values (delay, repeat, etc) More...
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| bool | DebugActive = false |
| | whether or not this feedback is in debug mode More...
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| override void | CustomInitialization (GameObject owner) |
| | On init we turn the target property off if needed More...
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| override void | CustomPlayFeedback (Vector3 position, float attenuation=1.0f) |
| | On Play we turn our target property on and start an over time coroutine if needed More...
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| virtual IEnumerator | UpdateValueSequence () |
| | This coroutine will modify the values on the target property More...
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| virtual void | SetValues (float time) |
| | Sets the various values on the target property on a specified time (between 0 and 1) More...
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| override void | CustomStopFeedback (Vector3 position, float attenuation=1) |
| | Turns the target property object off on stop if needed More...
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| virtual void | Turn (bool status) |
| | Turns the target object on or off 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 | CustomReset () |
| | This method describes what happens when the feedback gets reset More...
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| override float? | FeedbackDuration [get] |
| | the duration of this feedback is the duration of the target property, or 0 if instant 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 let you target (almost) any property, on any object in your scene. It also works on scriptable objects. Drag an object, select a property, and setup your feedback " + to update that property over time