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TopDown Engine v4.3
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Public Types | |
enum | AccessMethods { First , Previous , Closest , Next , Last } |
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enum | Directions { TopToBottom , BottomToTop } |
the possible directions MMFeedbacks can be played More... | |
enum | SafeModes { Nope , EditorOnly , RuntimeOnly , Full } |
enum | InitializationModes { Script , Awake , Start , OnEnable } |
Public Member Functions | |
virtual IEnumerator | PlayFeedbacksAfterFrames (int framesAmount) |
A coroutine you can start to play this player's feedbacks after X frames More... | |
virtual void | PreInitialization () |
override void | Initialization (bool forceInitIfPlaying=false) |
A public method to initialize the feedback, specifying an owner that will be used as the reference for position and hierarchy by feedbacks More... | |
override void | Initialization (GameObject owner) |
When calling the legacy init method that used to specify an owner, we force the MMF Player init to run More... | |
override void | PlayFeedbacks () |
Plays all feedbacks using the MMFeedbacks' position as reference, and no attenuation More... | |
override void | PlayFeedbacks (Vector3 position, float feedbacksIntensity=1.0f, bool forceChangeDirection=false) |
Plays all feedbacks, specifying a position and intensity. The position may be used by each Feedback and taken into account to spark a particle or play a sound for example. The feedbacks intensity is a factor that can be used by each Feedback to lower its intensity, usually you'll want to define that attenuation based on time or distance (using a lower intensity value for feedbacks happening further away from the Player). Additionally you can force the feedback to play in reverse, ignoring its current condition More... | |
override void | PlayFeedbacksInReverse () |
Plays all feedbacks using the MMFeedbacks' position as reference, and no attenuation, and in reverse (from bottom to top) More... | |
override void | PlayFeedbacksInReverse (Vector3 position, float feedbacksIntensity=1.0f, bool forceChangeDirection=false) |
Plays all feedbacks using the MMFeedbacks' position as reference, and no attenuation, and in reverse (from bottom to top) More... | |
override void | PlayFeedbacksOnlyIfReversed () |
Plays all feedbacks in the sequence, but only if this MMFeedbacks is playing in reverse order More... | |
override void | PlayFeedbacksOnlyIfReversed (Vector3 position, float feedbacksIntensity=1.0f, bool forceChangeDirection=false) |
Plays all feedbacks in the sequence, but only if this MMFeedbacks is playing in reverse order More... | |
override void | PlayFeedbacksOnlyIfNormalDirection () |
Plays all feedbacks in the sequence, but only if this MMFeedbacks is playing in normal order More... | |
override void | PlayFeedbacksOnlyIfNormalDirection (Vector3 position, float feedbacksIntensity=1.0f, bool forceChangeDirection=false) |
Plays all feedbacks in the sequence, but only if this MMFeedbacks is playing in normal order More... | |
override IEnumerator | PlayFeedbacksCoroutine (Vector3 position, float feedbacksIntensity=1.0f, bool forceChangeDirection=false) |
A public coroutine you can call externally when you want to yield in a coroutine of yours until the MMFeedbacks has stopped playing typically : yield return myFeedback.PlayFeedbacksCoroutine(this.transform.position, 1.0f, false); More... | |
virtual bool | IsAllowedToPlay (Vector3 position) |
Returns true if this feedback is allowed to play, false otherwise More... | |
override void | StopFeedbacks () |
Stops all further feedbacks from playing, as well as stopping individual feedbacks More... | |
override void | StopFeedbacks (bool stopAllFeedbacks=true) |
Stops all feedbacks from playing, with an option to also stop individual feedbacks More... | |
override void | StopFeedbacks (Vector3 position, float feedbacksIntensity=1.0f, bool stopAllFeedbacks=true) |
Stops all feedbacks from playing, specifying a position and intensity that can be used by the Feedbacks More... | |
override void | ResetFeedbacks () |
Calls each feedback's Reset method if they've defined one. An example of that can be resetting the initial color of a flickering renderer. It's usually called automatically before playing them. More... | |
override void | ChangeDirection () |
Changes the direction of this MMFeedbacks More... | |
virtual void | SetDirection (Directions newDirection) |
Sets the direction of the player to the one specified in parameters More... | |
void | SetDirectionTopToBottom () |
Sets the direction to top to bottom More... | |
void | SetDirectionBottomToTop () |
Sets the direction to bottom to top More... | |
virtual void | PlayerCompleteFeedbacks () |
When the player is done playing, we call PlayerComplete on all its feedbacks to let them know the player is done More... | |
override void | PauseFeedbacks () |
Pauses execution of a sequence, which can then be resumed by calling ResumeFeedbacks() More... | |
virtual void | RestoreInitialValues () |
Restores the initial state of this player, resetting its feedbacks target values to their initial values More... | |
virtual void | ForceInitialValues () |
Forces initial vales on all feedbacks that support it. For example, a position feedback that'd move a Transform from A to B would move that transform to A More... | |
virtual void | SkipToTheEnd () |
Skips to the end of a sequence of feedbacks. Note that depending on your setup, this can take up to 3 frames to complete, don't disable your player instantly, or it won't complete the skipping More... | |
override void | ResumeFeedbacks () |
Resumes execution of a sequence if a script driven pause is in progress More... | |
virtual void | ResetAllCooldowns () |
Resets the cooldowns on this MMF Player, for the MMF Player itself and for all its feedbacks More... | |
virtual void | ResetCooldown () |
Resets the cooldown on this MMF Player, letting you play it again instantly, regardless of its cooldown settings and how much time has passed since its last play More... | |
virtual void | ResetFeedbacksCooldowns () |
Resets cooldowns on all feedbacks, letting you play them again instantly, regardless of their cooldown settings and how much time has passed since their last play More... | |
virtual void | AddFeedback (MMF_Feedback newFeedback) |
Adds the specified MMF_Feedback to the player More... | |
new MMF_Feedback | AddFeedback (System.Type feedbackType, bool add=true) |
Adds a feedback of the specified type to the player More... | |
override void | RemoveFeedback (int id) |
Removes the feedback at the specified index More... | |
virtual void | CopyPlayerFrom (MMF_Player source) |
Replaces the current feedback list and player settings with the ones on the target MMF Player More... | |
virtual void | CopyFeedbackListFrom (MMF_Player source) |
Replaces the current feedback list with the feedbacks on the target MMF Player More... | |
virtual void | AddFeedbackListFrom (MMF_Player source) |
Adds the feedbacks on the target MMF Player to the current feedback list More... | |
virtual void | AutomaticShakerSetup () |
Calls the AutomaticShakerSetup method on all feedbacks that have it More... | |
override bool | HasFeedbackStillPlaying () |
Returns true if feedbacks are still playing More... | |
virtual float | ComputeRangeIntensityMultiplier (Vector3 position) |
Determines the intensity multiplier to apply More... | |
override float | ApplyTimeMultiplier (float duration) |
Applies this feedback's time multiplier to a duration (in seconds) More... | |
virtual void | ProxyDestroy (GameObject gameObjectToDestroy) |
Lets you destroy objects from feedbacks More... | |
virtual void | ProxyDestroy (GameObject gameObjectToDestroy, float delay) |
Lets you destroy objects after a delay from feedbacks More... | |
virtual void | ProxyDestroyImmediate (GameObject gameObjectToDestroy) |
Lets you DestroyImmediate objects from feedbacks More... | |
virtual T | GetFeedbackOfType< T > (AccessMethods method, int referenceIndex) |
Returns the first feedback found in this player's list based on the chosen method and type First : first feedback of the matching type in the list, from top to bottom Previous : first feedback of the matching type located before (so above) the feedback at the reference index Closest : first feedback of the matching type located before or after the feedback at the reference index Next : first feedback of the matching type located after (so below) the feedback at the reference index First : last feedback of the matching type in the list, from top to bottom More... | |
virtual T | GetFeedbackOfType< T > () |
Returns the first feedback of the searched type on this MMF_Player More... | |
virtual List< T > | GetFeedbacksOfType< T > () |
Returns a list of all the feedbacks of the searched type on this MMF_Player More... | |
virtual T | GetFeedbackOfType< T > (string searchedLabel) |
Returns the first feedback of the searched type on this MMF_Player More... | |
virtual List< T > | GetFeedbacksOfType< T > (string searchedLabel) |
Returns a list of all the feedbacks of the searched type on this MMF_Player More... | |
virtual void | RefreshCache () |
Refreshes cached feedbacks More... | |
virtual void | ComputeCachedTotalDuration () |
Computes the total duration of the player's sequence of feedbacks More... | |
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virtual float | GetTime () |
virtual float | GetDeltaTime () |
virtual async System.Threading.Tasks.Task | PlayFeedbacksTask (Vector3 position, float feedbacksIntensity=1.0f, bool forceChangeDirection=false) |
Plays all feedbacks and awaits until completion More... | |
virtual async System.Threading.Tasks.Task | PlayFeedbacksTask () |
Plays all feedbacks and awaits until completion More... | |
virtual void | SetCanPlay (bool newState) |
Use this method to authorize or prevent this player from being played More... | |
virtual void | AutoRepair () |
Unity sometimes has serialization issues. This method fixes that by fixing any bad sync that could happen. More... | |
Public Attributes | |
List< MMF_Feedback > | FeedbacksList |
bool | KeepPlayModeChanges = false |
bool | PerformanceMode = false |
if this is true, the inspector won't refresh while the feedback plays, this saves on performance but feedback inspectors' progress bars for example won't look as smooth More... | |
bool | RestoreInitialValuesOnDisable = false |
if this is true, RestoreInitialValues will be called on all feedbacks on Disable More... | |
bool | StopFeedbacksOnDisable = false |
if this is true, StopFeedbacks will be called on all feedbacks on Disable More... | |
int | PlayCount = 0 |
how many times this player has started playing More... | |
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List< MMFeedback > | Feedbacks = new List<MMFeedback>() |
a list of MMFeedback to trigger More... | |
InitializationModes | InitializationMode = InitializationModes.Start |
the chosen initialization mode More... | |
bool | AutoInitialization = true |
if you set this to true, the system will make changes to ensure that initialization always happens before play More... | |
SafeModes | SafeMode = SafeModes.Full |
the selected safe mode More... | |
Directions | Direction = Directions.TopToBottom |
the selected direction More... | |
bool | AutoChangeDirectionOnEnd = false |
whether or not this MMFeedbacks should invert its direction when all feedbacks have played More... | |
bool | AutoPlayOnStart = false |
whether or not to play this feedbacks automatically on Start More... | |
bool | AutoPlayOnEnable = false |
whether or not to play this feedbacks automatically on Enable More... | |
bool | ForceTimescaleMode = false |
if this is true, all feedbacks within that player will work on the specified ForcedTimescaleMode, regardless of their individual settings More... | |
TimescaleModes | ForcedTimescaleMode = TimescaleModes.Unscaled |
the time scale mode all feedbacks on this player should work on, if ForceTimescaleMode is true More... | |
float | DurationMultiplier = 1f |
a time multiplier that will be applied to all feedback durations (initial delay, duration, delay between repeats...) More... | |
float | TimescaleMultiplier = 1f |
a multiplier to apply to all timescale operations (1: normal, less than 1: slower operations, higher than 1: faster operations) More... | |
bool | RandomizeDuration = false |
if this is true, will expose a RandomDurationMultiplier. The final duration of each feedback will be : their base duration * DurationMultiplier * a random value between RandomDurationMultiplier.x and RandomDurationMultiplier.y More... | |
Vector2 | RandomDurationMultiplier = new Vector2(0.5f, 1.5f) |
if RandomizeDuration is true, the min (x) and max (y) values for the random duration multiplier More... | |
bool | DisplayFullDurationDetails = false |
if this is true, more editor-only, detailed info will be displayed per feedback in the duration slot More... | |
TimescaleModes | PlayerTimescaleMode = TimescaleModes.Unscaled |
the timescale at which the player itself will operate. This notably impacts sequencing and pauses duration evaluation. More... | |
bool | OnlyPlayIfWithinRange = false |
if this is true, this feedback will only play if its distance to RangeCenter is lower or equal to RangeDistance More... | |
Transform | RangeCenter |
when in OnlyPlayIfWithinRange mode, the transform to consider as the center of the range More... | |
float | RangeDistance = 5f |
when in OnlyPlayIfWithinRange mode, the distance to the center within which the feedback will play More... | |
bool | UseRangeFalloff = false |
when in OnlyPlayIfWithinRange mode, whether or not to modify the intensity of feedbacks based on the RangeFallOff curve More... | |
AnimationCurve | RangeFalloff = new AnimationCurve(new Keyframe(0f, 1f), new Keyframe(1f, 0f)) |
the animation curve to use to define falloff (on the x 0 represents the range center, 1 represents the max distance to it) More... | |
Vector2 | RemapRangeFalloff = new Vector2(0f, 1f) |
the values to remap the falloff curve's y axis' 0 and 1 More... | |
bool | IgnoreRangeEvents = false |
whether or not to ignore MMSetFeedbackRangeCenterEvent, used to set the RangeCenter from anywhere More... | |
float | CooldownDuration = 0f |
a duration, in seconds, during which triggering a new play of this MMFeedbacks after it's been played once will be impossible More... | |
float | InitialDelay = 0f |
a duration, in seconds, to delay the start of this MMFeedbacks' contents play More... | |
bool | CanPlay = true |
whether this player can be played or not, useful to temporarily prevent play from another class, for example More... | |
bool | CanPlayWhileAlreadyPlaying = true |
if this is true, you'll be able to trigger a new Play while this feedback is already playing, otherwise you won't be able to More... | |
float | ChanceToPlay = 100f |
the chance of this sequence happening (in percent : 100 : happens all the time, 0 : never happens, 50 : happens once every two calls, etc) More... | |
float | FeedbacksIntensity = 1f |
MMFeedbacksEvents | Events |
a number of UnityEvents that can be triggered at the various stages of this MMFeedbacks More... | |
bool | DebugActive = false |
whether or not this MMFeedbacks is in debug mode More... | |
bool | InScriptDrivenPause |
whether or not the execution of this MMFeedbacks' sequence is being prevented and waiting for a Resume() call More... | |
Protected Member Functions | |
override void | Awake () |
On Awake we initialize our feedbacks if we're in auto mode More... | |
override void | Start () |
On Start we initialize our feedbacks if we're in auto mode More... | |
virtual void | InitializeFeedbackList () |
We initialize our list of feedbacks More... | |
virtual void | ExtraInitializationChecks () |
Performs extra checks, mostly to cover cases of dynamic creation More... | |
override void | OnEnable () |
On Enable we initialize our feedbacks if we're in auto mode More... | |
override void | PlayFeedbacksInternal (Vector3 position, float feedbacksIntensity, bool forceChangeDirection=false) |
An internal method used to play feedbacks, shouldn't be called externally More... | |
virtual IEnumerator | FrameOnePlayCo (Vector3 position, float feedbacksIntensity, bool forceChangeDirection=false) |
override void | PreparePlay (Vector3 position, float feedbacksIntensity, bool forceChangeDirection=false) |
override void | CheckForPauses () |
override void | PlayAllFeedbacks (Vector3 position, float feedbacksIntensity, bool forceChangeDirection=false) |
override IEnumerator | HandleInitialDelayCo (Vector3 position, float feedbacksIntensity, bool forceChangeDirection=false) |
override void | Update () |
override IEnumerator | PausedFeedbacksCo (Vector3 position, float feedbacksIntensity) |
A coroutine used to handle the sequence of feedbacks if pauses are involved More... | |
virtual IEnumerator | SkipToTheEndCo () |
override void | CheckForLoops () |
Checks whether or not this MMFeedbacks contains one or more looper feedbacks More... | |
virtual void | ComputeNewRandomDurationMultipliers () |
Computes new random duration multipliers on all feedbacks if needed More... | |
bool | FeedbackCanPlay (MMF_Feedback feedback) |
This will return true if the conditions defined in the specified feedback's Timing section allow it to play in the current play direction of this MMFeedbacks More... | |
override void | ApplyAutoChangeDirection () |
Readies the MMFeedbacks to change direction on the next play More... | |
virtual void | OnMMSetFeedbackRangeCenterEvent (Transform newTransform) |
When we get a MMSetFeedbackRangeCenterEvent, we set our new range center More... | |
override void | OnDisable () |
On Disable we stop all feedbacks More... | |
override void | OnValidate () |
On validate, we make sure our DurationMultiplier remains positive More... | |
override void | OnDestroy () |
On Destroy, removes all feedbacks from this MMFeedbacks to avoid any leftovers More... | |
void | OnDrawGizmosSelected () |
Draws gizmos, when the MMF_Player is selected, for all feedbacks that implement the method of the same name More... | |
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virtual bool | EvaluateChance () |
Evaluates the chance of this feedback to play, and returns true if this feedback can play, false otherwise More... | |
bool | FeedbackCanPlay (MMFeedback feedback) |
This will return true if the conditions defined in the specified feedback's Timing section allow it to play in the current play direction of this MMFeedbacks More... | |
Protected Attributes | |
Type | _t |
float | _cachedTotalDuration |
bool | _initialized = false |
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float | _startTime = 0f |
float | _holdingMax = 0f |
float | _lastStartAt = -float.MaxValue |
int | _lastStartFrame = -1 |
bool | _pauseFound = false |
float | _totalDuration = 0f |
bool | _shouldStop = false |
float | _randomDurationMultiplier = 1f |
float | _lastOnEnableFrame = -1 |
Properties | |
override float | TotalDuration [get] |
virtual bool | SkippingToTheEnd [getprotected set] |
virtual bool | HasAutomaticShakerSetup [get] |
Returns true if one or more of the feedbacks on this MMF Player have an option for automatic shaker setup, false otherwise More... | |
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bool | IsPlaying [getprotected set] |
virtual float | ElapsedTime [get] |
if this MMFeedbacks is playing the time since it started playing More... | |
int | TimesPlayed [getprotected set] |
the amount of times this MMFeedbacks has been played More... | |
bool | ContainsLoop [getset] |
true if this MMFeedbacks contains at least one loop More... | |
bool | ShouldChangeDirectionOnNextPlay [getset] |
true if this feedback should change play direction next time it's played More... | |
bool | ForcingUnscaledTimescaleMode [get] |
true if this player is forcing unscaled mode More... | |
virtual float | TotalDuration [get] |
The total duration (in seconds) of all the active feedbacks in this MMFeedbacks. More... | |
virtual float | ComputedInitialDelay [get] |
Additional Inherited Members | |
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static bool | GlobalMMFeedbacksActive = true |
a global switch used to turn all feedbacks on or off globally More... | |
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const float | _smallValue = 0.001f |
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Adds the specified MMF_Feedback to the player
newFeedback |
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Adds a feedback of the specified type to the player
feedbackType |
Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.
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Adds the feedbacks on the target MMF Player to the current feedback list
source |
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Readies the MMFeedbacks to change direction on the next play
Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.
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Applies this feedback's time multiplier to a duration (in seconds)
duration |
Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.
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Calls the AutomaticShakerSetup method on all feedbacks that have it
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On Awake we initialize our feedbacks if we're in auto mode
Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.
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Changes the direction of this MMFeedbacks
Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.
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Checks whether or not this MMFeedbacks contains one or more looper feedbacks
Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.
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Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.
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Computes the total duration of the player's sequence of feedbacks
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Computes new random duration multipliers on all feedbacks if needed
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Determines the intensity multiplier to apply
position |
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Replaces the current feedback list with the feedbacks on the target MMF Player
source |
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Replaces the current feedback list and player settings with the ones on the target MMF Player
source |
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Performs extra checks, mostly to cover cases of dynamic creation
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This will return true if the conditions defined in the specified feedback's Timing section allow it to play in the current play direction of this MMFeedbacks
feedback |
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Forces initial vales on all feedbacks that support it. For example, a position feedback that'd move a Transform from A to B would move that transform to A
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Returns the first feedback of the searched type on this MMF_Player
T |
T | : | MMF_Feedback |
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Returns the first feedback found in this player's list based on the chosen method and type First : first feedback of the matching type in the list, from top to bottom Previous : first feedback of the matching type located before (so above) the feedback at the reference index Closest : first feedback of the matching type located before or after the feedback at the reference index Next : first feedback of the matching type located after (so below) the feedback at the reference index First : last feedback of the matching type in the list, from top to bottom
method | |
referenceIndex |
T |
T | : | MMF_Feedback |
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Returns the first feedback of the searched type on this MMF_Player
T |
T | : | MMF_Feedback |
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Returns a list of all the feedbacks of the searched type on this MMF_Player
T |
T | : | MMF_Feedback |
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Returns a list of all the feedbacks of the searched type on this MMF_Player
T |
T | : | MMF_Feedback |
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Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.
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Returns true if feedbacks are still playing
Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.
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A public method to initialize the feedback, specifying an owner that will be used as the reference for position and hierarchy by feedbacks
owner | |
feedbacksOwner |
Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.
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When calling the legacy init method that used to specify an owner, we force the MMF Player init to run
owner |
Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.
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We initialize our list of feedbacks
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Returns true if this feedback is allowed to play, false otherwise
position |
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On Destroy, removes all feedbacks from this MMFeedbacks to avoid any leftovers
Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.
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On Disable we stop all feedbacks
Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.
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Draws gizmos, when the MMF_Player is selected, for all feedbacks that implement the method of the same name
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On Enable we initialize our feedbacks if we're in auto mode
Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.
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When we get a MMSetFeedbackRangeCenterEvent, we set our new range center
newTransform |
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On validate, we make sure our DurationMultiplier remains positive
Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.
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A coroutine used to handle the sequence of feedbacks if pauses are involved
position | |
feedbacksIntensity |
Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.
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Pauses execution of a sequence, which can then be resumed by calling ResumeFeedbacks()
Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.
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Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.
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When the player is done playing, we call PlayerComplete on all its feedbacks to let them know the player is done
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Plays all feedbacks using the MMFeedbacks' position as reference, and no attenuation
Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.
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Plays all feedbacks, specifying a position and intensity. The position may be used by each Feedback and taken into account to spark a particle or play a sound for example. The feedbacks intensity is a factor that can be used by each Feedback to lower its intensity, usually you'll want to define that attenuation based on time or distance (using a lower intensity value for feedbacks happening further away from the Player). Additionally you can force the feedback to play in reverse, ignoring its current condition
position | |
feedbacksOwner | |
feedbacksIntensity |
Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.
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A coroutine you can start to play this player's feedbacks after X frames
framesAmount |
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A public coroutine you can call externally when you want to yield in a coroutine of yours until the MMFeedbacks has stopped playing typically : yield return myFeedback.PlayFeedbacksCoroutine(this.transform.position, 1.0f, false);
position | The position at which the MMFeedbacks should play |
feedbacksIntensity | The intensity of the feedback |
forceChangeDirection | Whether or not the MMFeedbacks should play in reverse or not |
Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.
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Plays all feedbacks using the MMFeedbacks' position as reference, and no attenuation, and in reverse (from bottom to top)
Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.
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Plays all feedbacks using the MMFeedbacks' position as reference, and no attenuation, and in reverse (from bottom to top)
Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.
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An internal method used to play feedbacks, shouldn't be called externally
position | |
feedbacksIntensity |
Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.
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Plays all feedbacks in the sequence, but only if this MMFeedbacks is playing in normal order
Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.
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Plays all feedbacks in the sequence, but only if this MMFeedbacks is playing in normal order
Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.
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Plays all feedbacks in the sequence, but only if this MMFeedbacks is playing in reverse order
Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.
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Plays all feedbacks in the sequence, but only if this MMFeedbacks is playing in reverse order
Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.
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Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.
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Lets you destroy objects from feedbacks
gameObjectToDestroy |
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Lets you destroy objects after a delay from feedbacks
gameObjectToDestroy | |
delay |
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Lets you DestroyImmediate objects from feedbacks
gameObjectToDestroy |
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Refreshes cached feedbacks
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Removes the feedback at the specified index
id |
Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.
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Resets the cooldowns on this MMF Player, for the MMF Player itself and for all its feedbacks
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Resets the cooldown on this MMF Player, letting you play it again instantly, regardless of its cooldown settings and how much time has passed since its last play
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Calls each feedback's Reset method if they've defined one. An example of that can be resetting the initial color of a flickering renderer. It's usually called automatically before playing them.
Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.
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Resets cooldowns on all feedbacks, letting you play them again instantly, regardless of their cooldown settings and how much time has passed since their last play
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Restores the initial state of this player, resetting its feedbacks target values to their initial values
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Resumes execution of a sequence if a script driven pause is in progress
Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.
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Sets the direction of the player to the one specified in parameters
void MoreMountains.Feedbacks.MMF_Player.SetDirectionBottomToTop | ( | ) |
Sets the direction to bottom to top
void MoreMountains.Feedbacks.MMF_Player.SetDirectionTopToBottom | ( | ) |
Sets the direction to top to bottom
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Skips to the end of a sequence of feedbacks. Note that depending on your setup, this can take up to 3 frames to complete, don't disable your player instantly, or it won't complete the skipping
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On Start we initialize our feedbacks if we're in auto mode
Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.
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virtual |
Stops all further feedbacks from playing, as well as stopping individual feedbacks
Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.
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virtual |
Stops all feedbacks from playing, with an option to also stop individual feedbacks
Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.
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virtual |
Stops all feedbacks from playing, specifying a position and intensity that can be used by the Feedbacks
position | |
feedbacksIntensity |
Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.
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protectedvirtual |
Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.
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protected |
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protected |
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protected |
List<MMF_Feedback> MoreMountains.Feedbacks.MMF_Player.FeedbacksList |
bool MoreMountains.Feedbacks.MMF_Player.KeepPlayModeChanges = false |
bool MoreMountains.Feedbacks.MMF_Player.PerformanceMode = false |
if this is true, the inspector won't refresh while the feedback plays, this saves on performance but feedback inspectors' progress bars for example won't look as smooth
int MoreMountains.Feedbacks.MMF_Player.PlayCount = 0 |
how many times this player has started playing
bool MoreMountains.Feedbacks.MMF_Player.RestoreInitialValuesOnDisable = false |
if this is true, RestoreInitialValues will be called on all feedbacks on Disable
bool MoreMountains.Feedbacks.MMF_Player.StopFeedbacksOnDisable = false |
if this is true, StopFeedbacks will be called on all feedbacks on Disable
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get |
Returns true if one or more of the feedbacks on this MMF Player have an option for automatic shaker setup, false otherwise
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getprotected set |
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get |