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GameObject | AnimatePositionTarget |
| the object this feedback will animate the position for More...
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Modes | Mode = Modes.AtoB |
| the mode this animation should follow (either going from A to B, or moving along a curve) More...
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TimeScales | TimeScale = TimeScales.Scaled |
| whether this feedback should play in scaled or unscaled time More...
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Spaces | Space = Spaces.World |
| the space in which to move the position in More...
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float | AnimatePositionDuration = 0.2f |
| the duration of the animation on play More...
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AnimationCurve | AnimatePositionCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(1, 1)) |
| the acceleration of the movement More...
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float | RemapCurveZero = 0f |
| the value to remap the curve's 0 value to More...
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float | RemapCurveOne = 1f |
| the value to remap the curve's 1 value to More...
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bool | AnimateX |
| if this is true, the x position will be animated More...
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AnimationCurve | AnimatePositionCurveX = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(0.6f, -1f), new Keyframe(1, 0f)) |
| the acceleration of the movement More...
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bool | AnimateY |
| if this is true, the y position will be animated More...
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AnimationCurve | AnimatePositionCurveY = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(0.6f, -1f), new Keyframe(1, 0f)) |
| the acceleration of the movement More...
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bool | AnimateZ |
| if this is true, the z position will be animated More...
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AnimationCurve | AnimatePositionCurveZ = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(0.6f, -1f), new Keyframe(1, 0f)) |
| the acceleration of the movement More...
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bool | AllowAdditivePlays = false |
| if this is true, calling that feedback will trigger it, even if it's in progress. If it's false, it'll prevent any new Play until the current one is over More...
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bool | RelativePosition = true |
| if this is true, the initial position won't be added to init and destination More...
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bool | DeterminePositionsOnPlay = false |
| if this is true, initial and destination positions will be recomputed on every play More...
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Vector3 | InitialPosition = Vector3.zero |
| the initial position More...
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Vector3 | DestinationPosition = Vector3.one |
| the destination position More...
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Transform | InitialPositionTransform |
| the initial transform - if set, takes precedence over the Vector3 above More...
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Transform | DestinationPositionTransform |
| the destination transform - if set, takes precedence over the Vector3 above 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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override void | CustomInitialization (GameObject owner) |
| On init, we set our initial and destination positions (transform will take precedence over vector3s) More...
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virtual void | DeterminePositions () |
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override void | CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f) |
| On Play, we move our object from A to B More...
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virtual IEnumerator | MoveAlongCurve (GameObject movingObject, Vector3 initialPosition, float duration, float intensityMultiplier) |
| Moves the object along a curve More...
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virtual void | ComputeNewCurvePosition (GameObject movingObject, Vector3 initialPosition, float percent, float intensityMultiplier) |
| Evaluates the position curves and computes the new position More...
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virtual IEnumerator | MoveFromTo (GameObject movingObject, Vector3 pointA, Vector3 pointB, float duration, AnimationCurve curve=null) |
| Moves an object from point A to point B in a given time More...
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virtual Vector3 | GetPosition (Transform target) |
| Gets the world, local or anchored position More...
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virtual void | SetPosition (Transform target, Vector3 newPosition) |
| Sets the position, localposition or anchoredposition of the target More...
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override void | CustomStopFeedback (Vector3 position, float feedbacksIntensity=1.0f) |
| On stop, we interrupt movement if it was active More...
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virtual void | OnDisable () |
| On disable we reset our 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 | CustomReset () |
| This method describes what happens when the feedback gets reset More...
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override float | FeedbackDuration [get, set] |
| the duration of this feedback is the duration of its animation 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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this feedback will let you animate the position of