This feedback will let you animate the position/rotation/scale of a target transform to match the one of a destination transform.
More...
|
Transform | TargetTransform |
| sets the inspector color for this feedback More...
|
|
bool | ForceOrigin = false |
| whether or not we want to force an origin transform. If not, the current position of the target transform will be used as origin instead More...
|
|
Transform | Origin |
| the transform to use as origin in ForceOrigin mode More...
|
|
Transform | Destination |
| the destination transform whose properties we want to match More...
|
|
TimeScales | TimeScale = TimeScales.Scaled |
| the timescale to animate on More...
|
|
bool | ForceDestinationOnEnd = false |
| whether or not we want to force transform properties at the end of the transition More...
|
|
AnimationCurve | GlobalAnimationCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0)) |
| a global curve to animate all properties on, unless dedicated ones are specified More...
|
|
float | Duration = 0.2f |
| the duration of the transition, in seconds More...
|
|
bool | AnimatePositionX = true |
| whether or not to animate the X position More...
|
|
bool | AnimatePositionY = true |
| whether or not to animate the Y position More...
|
|
bool | AnimatePositionZ = true |
| whether or not to animate the Z position More...
|
|
bool | AnimateRotationX = true |
| whether or not to animate the X rotation More...
|
|
bool | AnimateRotationY = true |
| whether or not to animate the Y rotation More...
|
|
bool | AnimateRotationZ = true |
| whether or not to animate the Z rotation More...
|
|
bool | AnimateRotationW = true |
| whether or not to animate the W rotation More...
|
|
bool | AnimateScaleX = true |
| whether or not to animate the X scale More...
|
|
bool | AnimateScaleY = true |
| whether or not to animate the Y scale More...
|
|
bool | AnimateScaleZ = true |
| whether or not to animate the Z scale More...
|
|
bool | SeparatePositionCurve = false |
| whether or not to use a separate animation curve to animate the position More...
|
|
AnimationCurve | AnimatePositionCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0)) |
| the curve to use to animate the position on More...
|
|
bool | SeparateRotationCurve = false |
| whether or not to use a separate animation curve to animate the rotation More...
|
|
AnimationCurve | AnimateRotationCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0)) |
| the curve to use to animate the rotation on More...
|
|
bool | SeparateScaleCurve = false |
| whether or not to use a separate animation curve to animate the scale More...
|
|
AnimationCurve | AnimateScaleCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0)) |
| the curve to use to animate the scale on More...
|
|
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...
|
|
|
override void | CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f) |
| On Play we animate the pos/rotation/scale of the target transform towards its destination More...
|
|
virtual IEnumerator | AnimateToDestination () |
| A coroutine used to animate the pos/rotation/scale of the target transform towards its destination More...
|
|
override void | CustomStopFeedback (Vector3 position, float feedbacksIntensity=1) |
| On Stop we stop our coroutine if needed More...
|
|
virtual void | OnEnable () |
|
virtual IEnumerator | PlayCoroutine (Vector3 position, float feedbacksIntensity=1.0f) |
| An internal coroutine delaying the initial play of the feedback More...
|
|
virtual void | RegularPlay (Vector3 position, float feedbacksIntensity=1.0f) |
| Triggers delaying coroutines if needed More...
|
|
virtual IEnumerator | InfinitePlay (Vector3 position, float feedbacksIntensity=1.0f) |
| Internal coroutine used for repeated play without end More...
|
|
virtual IEnumerator | RepeatedPlay (Vector3 position, float feedbacksIntensity=1.0f) |
| Internal coroutine used for repeated play More...
|
|
virtual IEnumerator | SequenceCoroutine (Vector3 position, float feedbacksIntensity=1.0f) |
| A coroutine used to play this feedback on a sequence More...
|
|
virtual float | ApplyDirection (float normalizedTime) |
| Returns a new value of the normalized time based on the current play direction of this feedback More...
|
|
virtual float | ApplyTimeMultiplier (float duration) |
| Applies the host MMFeedbacks' time multiplier to this feedback More...
|
|
virtual void | CustomInitialization (GameObject owner) |
| This method describes all custom initialization processes the feedback requires, in addition to the main Initialization method More...
|
|
virtual void | CustomReset () |
| This method describes what happens when the feedback gets reset More...
|
|
|
override float | FeedbackDuration [get, set] |
| the duration of this feedback is the duration of the movement More...
|
|
GameObject | Owner [get, set] |
| the Owner of the feedback, as defined when calling the Initialization method More...
|
|
virtual IEnumerator | 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 | ScriptDrivenPause [get, set] |
| if this is true, this feedback will pause and wait until Resume() is called on its parent MMFeedbacks to resume execution More...
|
|
virtual float | ScriptDrivenPauseAutoResume [get, set] |
| if this is a positive value, the feedback will auto resume after that duration if it hasn't been resumed via script already 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...
|
|
virtual bool | IsPlaying [get, set] |
| if this is true, this feedback is currently playing 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...
|
|
float | TotalDuration [get] |
| The total duration of this feedback : total = initial delay + duration * (number of repeats + delay between repeats)
More...
|
|
virtual float | FeedbackStartedAt [get] |
|
virtual float | FeedbackDuration [get, set] |
|
virtual bool | FeedbackPlaying [get] |
| whether or not this feedback is playing right now More...
|
|
virtual bool | NormalPlayDirection [get] |
| Returns true if this feedback should play normally, or false if it should play in rewind More...
|
|
virtual bool | ShouldPlayInThisSequenceDirection [get] |
| Returns true if this feedback should play in the current parent MMFeedbacks direction, according to its MMFeedbacksDirectionCondition setting More...
|
|
virtual float? | FinalNormalizedTime [get] |
| Returns the t value at which to evaluate a curve at the end of this feedback's play time More...
|
|
|
virtual MMChannelData | ChannelData (int channel) |
|
virtual void | Initialization (GameObject owner) |
| Initializes the feedback and its timing related variables More...
|
|
virtual void | Play (Vector3 position, float feedbacksIntensity=1.0f) |
| Plays the feedback More...
|
|
virtual void | Stop (Vector3 position, float feedbacksIntensity=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...
|
|
This feedback will let you animate the position/rotation/scale of a target transform to match the one of a destination transform.