MMFeedbacks
v1.6
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Turns an object active or inactive at the various stages of the feedback More...
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... | |
Turns an object active or inactive at the various stages of the feedback
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protectedvirtual |
On init we change the state of our object if needed
owner |
Reimplemented from MoreMountains.Feedbacks.MMFeedback.
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protectedvirtual |
On Play we change the state of our object if needed
position | |
attenuation |
Implements MoreMountains.Feedbacks.MMFeedback.
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protectedvirtual |
On Reset we change the state of our object if needed
Reimplemented from MoreMountains.Feedbacks.MMFeedback.
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protectedvirtual |
On Stop we change the state of our object if needed
position | |
attenuation |
Reimplemented from MoreMountains.Feedbacks.MMFeedback.
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protectedvirtual |
Changes the status of the object
state |
bool MoreMountains.Feedbacks.MMFeedbackSetActive.SetStateOnInit = false |
whether or not we should alter the state of the target object on init
bool MoreMountains.Feedbacks.MMFeedbackSetActive.SetStateOnPlay = false |
whether or not we should alter the state of the target object on play
bool MoreMountains.Feedbacks.MMFeedbackSetActive.SetStateOnReset = false |
whether or not we should alter the state of the target object on reset
bool MoreMountains.Feedbacks.MMFeedbackSetActive.SetStateOnStop = false |
whether or not we should alter the state of the target object on stop
PossibleStates MoreMountains.Feedbacks.MMFeedbackSetActive.StateOnInit = PossibleStates.Inactive |
how to change the state on init
PossibleStates MoreMountains.Feedbacks.MMFeedbackSetActive.StateOnPlay = PossibleStates.Inactive |
how to change the state on play
PossibleStates MoreMountains.Feedbacks.MMFeedbackSetActive.StateOnReset = PossibleStates.Inactive |
how to change the state on reset
PossibleStates MoreMountains.Feedbacks.MMFeedbackSetActive.StateOnStop = PossibleStates.Inactive |
how to change the state on stop
GameObject MoreMountains.Feedbacks.MMFeedbackSetActive.TargetGameObject |
the gameobject we want to change the active state of