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

Turns an object active or inactive at the various stages of the feedback More...

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

Public Types

enum  PossibleStates { PossibleStates.Active, PossibleStates.Inactive, PossibleStates.Toggle }
 sets the inspector color for this feedback More...
 

Public Attributes

GameObject TargetGameObject
 the gameobject we want to change the active state of More...
 
bool SetStateOnInit = false
 whether or not we should alter the state of the target object on init More...
 
PossibleStates StateOnInit = PossibleStates.Inactive
 how to change the state on init More...
 
bool SetStateOnPlay = false
 whether or not we should alter the state of the target object on play More...
 
PossibleStates StateOnPlay = PossibleStates.Inactive
 how to change the state on play More...
 
bool SetStateOnStop = false
 whether or not we should alter the state of the target object on stop More...
 
PossibleStates StateOnStop = PossibleStates.Inactive
 how to change the state on stop More...
 
bool SetStateOnReset = false
 whether or not we should alter the state of the target object on reset More...
 
PossibleStates StateOnReset = PossibleStates.Inactive
 how to change the state on reset 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 change the state of our object if needed More...
 
override void CustomPlayFeedback (Vector3 position, float attenuation=1.0f)
 On Play we change the state of our object if needed More...
 
override void CustomStopFeedback (Vector3 position, float attenuation=1)
 On Stop we change the state of our object if needed More...
 
override void CustomReset ()
 On Reset we change the state of our object if needed More...
 
virtual void SetStatus (PossibleStates state)
 Changes the status of the object 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...
 

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...
 
- 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
 
- 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

Turns an object active or inactive at the various stages of the feedback

Member Enumeration Documentation

◆ PossibleStates

sets the inspector color for this feedback

the possible effects the feedback can have on the target object's status

Enumerator
Active 
Inactive 
Toggle 

Member Function Documentation

◆ CustomInitialization()

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

On init we change the state of our object if needed

Parameters
owner

Reimplemented from MoreMountains.Feedbacks.MMFeedback.

◆ CustomPlayFeedback()

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

On Play we change the state of our object if needed

Parameters
position
attenuation

Implements MoreMountains.Feedbacks.MMFeedback.

◆ CustomReset()

override void MoreMountains.Feedbacks.MMFeedbackSetActive.CustomReset ( )
protectedvirtual

On Reset we change the state of our object if needed

Reimplemented from MoreMountains.Feedbacks.MMFeedback.

◆ CustomStopFeedback()

override void MoreMountains.Feedbacks.MMFeedbackSetActive.CustomStopFeedback ( Vector3  position,
float  attenuation = 1 
)
protectedvirtual

On Stop we change the state of our object if needed

Parameters
position
attenuation

Reimplemented from MoreMountains.Feedbacks.MMFeedback.

◆ SetStatus()

virtual void MoreMountains.Feedbacks.MMFeedbackSetActive.SetStatus ( PossibleStates  state)
protectedvirtual

Changes the status of the object

Parameters
state

Member Data Documentation

◆ SetStateOnInit

bool MoreMountains.Feedbacks.MMFeedbackSetActive.SetStateOnInit = false

whether or not we should alter the state of the target object on init

◆ SetStateOnPlay

bool MoreMountains.Feedbacks.MMFeedbackSetActive.SetStateOnPlay = false

whether or not we should alter the state of the target object on play

◆ SetStateOnReset

bool MoreMountains.Feedbacks.MMFeedbackSetActive.SetStateOnReset = false

whether or not we should alter the state of the target object on reset

◆ SetStateOnStop

bool MoreMountains.Feedbacks.MMFeedbackSetActive.SetStateOnStop = false

whether or not we should alter the state of the target object on stop

◆ StateOnInit

PossibleStates MoreMountains.Feedbacks.MMFeedbackSetActive.StateOnInit = PossibleStates.Inactive

how to change the state on init

◆ StateOnPlay

PossibleStates MoreMountains.Feedbacks.MMFeedbackSetActive.StateOnPlay = PossibleStates.Inactive

how to change the state on play

◆ StateOnReset

PossibleStates MoreMountains.Feedbacks.MMFeedbackSetActive.StateOnReset = PossibleStates.Inactive

how to change the state on reset

◆ StateOnStop

PossibleStates MoreMountains.Feedbacks.MMFeedbackSetActive.StateOnStop = PossibleStates.Inactive

how to change the state on stop

◆ TargetGameObject

GameObject MoreMountains.Feedbacks.MMFeedbackSetActive.TargetGameObject

the gameobject we want to change the active state of


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