TopDown Engine v4.5
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MoreMountains.Feedbacks.MMF_LooperStart Class Reference

This feedback can act as a pause but also as a start point for your loops. Add a FeedbackLooper below this (and after a few feedbacks) and your MMF_Player will loop between both. More...

Inheritance diagram for MoreMountains.Feedbacks.MMF_LooperStart:
MoreMountains.Feedbacks.MMF_Pause MoreMountains.Feedbacks.MMF_Feedback

Protected Member Functions

virtual void Reset ()
 Overrides the default value.
override void CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f)
 On play we run our pause.
Protected Member Functions inherited from MoreMountains.Feedbacks.MMF_Pause
virtual IEnumerator PauseWait ()
 An IEnumerator used to wait for the duration of the pause, on scaled or unscaled time.
override void CustomInitialization (MMF_Player owner)
 On init we cache our wait for seconds.
override void CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f)
 On play we trigger our pause.
override void CustomStopFeedback (Vector3 position, float feedbacksIntensity=1)
 On Stop, we stop our pause.
virtual void ProcessNewPauseDuration ()
 Computes a new pause duration if needed.
virtual IEnumerator PlayPause ()
 Pause coroutine.

Properties

override bool LooperStart [get]
 sets the color of this feedback in the inspector
override float FeedbackDuration [get, set]
 the duration of this feedback is the duration of the pause
Properties inherited from MoreMountains.Feedbacks.MMF_Pause
override IEnumerator Pause [get]
override float FeedbackDuration [get, set]
 the duration of this feedback is the duration of the pause

Additional Inherited Members

Public Attributes inherited from MoreMountains.Feedbacks.MMF_Pause
float PauseDuration = 1f
 the duration of the pause, in seconds
bool RandomizePauseDuration = false
float MinPauseDuration = 1f
float MaxPauseDuration = 3f
bool RandomizeOnEachPlay = true
bool ScriptDriven = false
 if this is true, you'll need to call the ResumeFeedbacks() method on the host MMF_Player for this pause to stop, and the rest of the sequence to play
bool AutoResume = false
 if this is true, a script driven pause will resume after its AutoResumeAfter delay, whether it has been manually resumed or not
float AutoResumeAfter = 0.25f
 the duration after which to auto resume, regardless of manual resume calls beforehand
Static Public Attributes inherited from MoreMountains.Feedbacks.MMF_Pause
static bool FeedbackTypeAuthorized = true
 a static bool used to disable all feedbacks of this type at once
Protected Attributes inherited from MoreMountains.Feedbacks.MMF_Pause
Coroutine _pauseCoroutine

Detailed Description

This feedback can act as a pause but also as a start point for your loops. Add a FeedbackLooper below this (and after a few feedbacks) and your MMF_Player will loop between both.

Member Function Documentation

◆ CustomPlayFeedback()

override void MoreMountains.Feedbacks.MMF_LooperStart.CustomPlayFeedback ( Vector3 position,
float feedbacksIntensity = 1::0f )
protected

On play we run our pause.

Parameters
position
feedbacksIntensity

◆ Reset()

virtual void MoreMountains.Feedbacks.MMF_LooperStart.Reset ( )
protectedvirtual

Overrides the default value.

Property Documentation

◆ FeedbackDuration

override float MoreMountains.Feedbacks.MMF_LooperStart.FeedbackDuration
getset

the duration of this feedback is the duration of the pause

◆ LooperStart

override bool MoreMountains.Feedbacks.MMF_LooperStart.LooperStart
get

sets the color of this feedback in the inspector


The documentation for this class was generated from the following file:
  • H:/Code/MoreMountains/topdownengine/Assets/TopDownEngine/ThirdParty/MoreMountains/MMFeedbacks/MMFeedbacks/Feedbacks/MMF_LooperStart.cs