this feedback will "hold", or wait, until all previous feedbacks have been executed, and will then pause the execution of your MMFeedbacks sequence, for the specified duration
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override void | CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f) |
| On custom play we just play our pause More...
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virtual IEnumerator | PauseWait () |
| An IEnumerator used to wait for the duration of the pause, on scaled or unscaled time More...
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override void | CustomInitialization (GameObject owner) |
| On init we cache our wait for seconds More...
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override void | CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f) |
| On play we trigger our pause More...
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virtual IEnumerator | PlayPause () |
| Pause coroutine More...
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virtual void | OnEnable () |
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virtual IEnumerator | PlayCoroutine (Vector3 position, float feedbacksIntensity=1.0f) |
| An internal coroutine delaying the initial play of the feedback More...
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virtual void | RegularPlay (Vector3 position, float feedbacksIntensity=1.0f) |
| Triggers delaying coroutines if needed More...
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virtual IEnumerator | InfinitePlay (Vector3 position, float feedbacksIntensity=1.0f) |
| Internal coroutine used for repeated play without end More...
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virtual IEnumerator | RepeatedPlay (Vector3 position, float feedbacksIntensity=1.0f) |
| Internal coroutine used for repeated play More...
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virtual IEnumerator | SequenceCoroutine (Vector3 position, float feedbacksIntensity=1.0f) |
| A coroutine used to play this feedback on a sequence More...
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virtual float | ApplyDirection (float normalizedTime) |
| Returns a new value of the normalized time based on the current play direction of this feedback More...
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virtual float | ApplyTimeMultiplier (float duration) |
| Applies the host MMFeedbacks' time multiplier to this feedback More...
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virtual void | CustomStopFeedback (Vector3 position, float feedbacksIntensity=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 bool | HoldingPause [get] |
| sets the color of this feedback in the inspector More...
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override float | FeedbackDuration [get, set] |
| the duration of this feedback is the duration of the pause More...
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override IEnumerator | Pause [get] |
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override float | FeedbackDuration [get, set] |
| the duration of this feedback is the duration of the pause 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 IEnumerator | 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 | 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...
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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...
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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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virtual bool | IsPlaying [get, set] |
| if this is true, this feedback is currently playing 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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float | TotalDuration [get] |
| The total duration of this feedback : total = initial delay + duration * (number of repeats + delay between repeats)
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virtual float | FeedbackStartedAt [get] |
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virtual float | FeedbackDuration [get, set] |
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virtual bool | FeedbackPlaying [get] |
| whether or not this feedback is playing right now More...
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virtual bool | NormalPlayDirection [get] |
| Returns true if this feedback should play normally, or false if it should play in rewind More...
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virtual bool | ShouldPlayInThisSequenceDirection [get] |
| Returns true if this feedback should play in the current parent MMFeedbacks direction, according to its MMFeedbacksDirectionCondition setting More...
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virtual float? | FinalNormalizedTime [get] |
| Returns the t value at which to evaluate a curve at the end of this feedback's play time More...
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virtual MMChannelData | ChannelData (int channel) |
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virtual void | Initialization (GameObject owner) |
| Initializes the feedback and its timing related variables More...
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virtual void | Play (Vector3 position, float feedbacksIntensity=1.0f) |
| Plays the feedback More...
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virtual void | Stop (Vector3 position, float feedbacksIntensity=1.0f) |
| Stops all feedbacks from playing. Will stop repeating feedbacks, and call custom stop implementations More...
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virtual void | ResetFeedback () |
| Calls this feedback's custom reset More...
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virtual void | SetSequence (MMSequence newSequence) |
| Use this method to change this feedback's sequence at runtime More...
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virtual void | SetDelayBetweenRepeats (float delay) |
| Use this method to specify a new delay between repeats at runtime More...
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virtual void | SetInitialDelay (float delay) |
| Use this method to specify a new initial delay at runtime More...
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float | PauseDuration = 1f |
| the duration of the pause, in seconds More...
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bool | RandomizePauseDuration = false |
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float | MinPauseDuration = 1f |
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float | MaxPauseDuration = 3f |
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bool | RandomizeOnEachPlay = true |
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bool | ScriptDriven = false |
| if this is true, you'll need to call the Resume() method on the host MMFeedbacks for this pause to stop, and the rest of the sequence to play More...
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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 More...
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float | AutoResumeAfter = 0.25f |
| the duration after which to auto resume, regardless of manual resume calls beforehand More...
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bool | Active = true |
| whether or not this feedback is active More...
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string | Label = "MMFeedback" |
| the name of this feedback to display in the inspector More...
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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...
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MMFeedbackTiming | Timing |
| a number of timing-related values (delay, repeat, etc) More...
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bool | DebugActive = false |
| whether or not this feedback is in debug mode More...
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static bool | FeedbackTypeAuthorized = true |
| a static bool used to disable all feedbacks of this type at once More...
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float | _lastPlayTimestamp = -1f |
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int | _playsLeft |
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bool | _initialized = false |
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Coroutine | _playCoroutine |
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Coroutine | _infinitePlayCoroutine |
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Coroutine | _sequenceCoroutine |
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Coroutine | _repeatedPlayCoroutine |
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int | _sequenceTrackID = 0 |
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MMFeedbacks | _hostMMFeedbacks |
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float | _beatInterval |
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bool | BeatThisFrame = false |
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int | LastBeatIndex = 0 |
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int | CurrentSequenceIndex = 0 |
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float | LastBeatTimestamp = 0f |
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bool | _isHostMMFeedbacksNotNull |
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MMChannelData | _channelData |
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this feedback will "hold", or wait, until all previous feedbacks have been executed, and will then pause the execution of your MMFeedbacks sequence, for the specified duration