This feedback allows you to control lens distortion intensity over time. It requires you have in your scene an object with a PostProcessVolume with Lens Distortion active, and a MMLensDistortionShaker component.
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override void | CustomPlayFeedback (Vector3 position, float attenuation=1.0f) |
| Triggers a lens distortion shake 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 | CustomInitialization (GameObject owner) |
| This method describes all custom initialization processes the feedback requires, in addition to the main Initialization method 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 float | FeedbackDuration [get] |
| the duration of this feedback is the duration of the shake 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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This feedback allows you to control lens distortion intensity over time. It requires you have in your scene an object with a PostProcessVolume with Lens Distortion active, and a MMLensDistortionShaker component.
◆ CustomPlayFeedback()
override void MoreMountains.FeedbacksForThirdParty.MMFeedbackLensDistortion.CustomPlayFeedback |
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Vector3 |
position, |
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float |
attenuation = 1.0f |
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protectedvirtual |
◆ Channel
int MoreMountains.FeedbacksForThirdParty.MMFeedbackLensDistortion.Channel = 0 |
sets the inspector color for this feedback
the channel to emit on
◆ Duration
float MoreMountains.FeedbacksForThirdParty.MMFeedbackLensDistortion.Duration = 0.5f |
the duration of the shake in seconds
◆ Intensity
AnimationCurve MoreMountains.FeedbacksForThirdParty.MMFeedbackLensDistortion.Intensity |
Initial value:
new Keyframe(0.2f, 1),
new Keyframe(0.25f, -1),
new Keyframe(0.35f, 0.7f),
new Keyframe(0.4f, -0.7f),
new Keyframe(0.6f, 0.3f),
new Keyframe(0.65f, -0.3f),
new Keyframe(0.8f, 0.1f),
new Keyframe(0.85f, -0.1f),
new Keyframe(1, 0))
the curve to animate the intensity on
◆ RelativeIntensity
bool MoreMountains.FeedbacksForThirdParty.MMFeedbackLensDistortion.RelativeIntensity = false |
whether or not to add to the initial intensity value
◆ RemapIntensityOne
float MoreMountains.FeedbacksForThirdParty.MMFeedbackLensDistortion.RemapIntensityOne = 20f |
the value to remap the curve's 1 to
◆ RemapIntensityZero
float MoreMountains.FeedbacksForThirdParty.MMFeedbackLensDistortion.RemapIntensityZero = 0f |
the value to remap the curve's 0 to
◆ ResetShakerValuesAfterShake
bool MoreMountains.FeedbacksForThirdParty.MMFeedbackLensDistortion.ResetShakerValuesAfterShake = true |
whether or not to reset shaker values after shake
◆ ResetTargetValuesAfterShake
bool MoreMountains.FeedbacksForThirdParty.MMFeedbackLensDistortion.ResetTargetValuesAfterShake = true |
whether or not to reset the target's values after shake
◆ FeedbackDuration
override float MoreMountains.FeedbacksForThirdParty.MMFeedbackLensDistortion.FeedbackDuration |
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get |
the duration of this feedback is the duration of the shake
The documentation for this class was generated from the following file:
- F:/Github/Store/MMFeedbacksStore/Assets/MMFeedbacks/MMFeedbacks/MMFeedbacksForThirdParty/PostProcessing/Feedbacks/MMFeedbackLensDistortion.cs