A class collecting delay, cooldown and repeat values, to be used to define the behaviour of each MMFeedback
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TimescaleModes | TimescaleMode = TimescaleModes.Scaled |
| whether we're working on scaled or unscaled time More...
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bool | ExcludeFromHoldingPauses = false |
| if this is true, holding pauses won't wait for this feedback to finish More...
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bool | ContributeToTotalDuration = true |
| whether to count this feedback in the parent MMFeedbacks(Player) total duration or not More...
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float | InitialDelay = 0f |
| the initial delay to apply before playing the delay (in seconds) More...
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float | CooldownDuration = 0f |
| the cooldown duration mandatory between two plays More...
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bool | InterruptsOnStop = true |
| if this is true, this feedback will interrupt itself when Stop is called on its parent MMFeedbacks, otherwise it'll keep running More...
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int | NumberOfRepeats = 0 |
| the repeat mode, whether the feedback should be played once, multiple times, or forever More...
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bool | RepeatForever = false |
| if this is true, the feedback will be repeated forever More...
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float | DelayBetweenRepeats = 1f |
| the delay (in seconds) between two firings of this feedback. This doesn't include the duration of the feedback. More...
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MMFeedbacksDirectionConditions | MMFeedbacksDirectionCondition = MMFeedbacksDirectionConditions.Always |
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PlayDirections | PlayDirection = PlayDirections.FollowMMFeedbacksDirection |
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bool | ConstantIntensity = false |
| if this is true, intensity will be constant, even if the parent MMFeedbacks is played at a lower intensity More...
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bool | UseIntensityInterval = false |
| if this is true, this feedback will only play if its intensity is higher or equal to IntensityIntervalMin and lower than IntensityIntervalMax More...
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float | IntensityIntervalMin = 0f |
| the minimum intensity required for this feedback to play More...
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float | IntensityIntervalMax = 0f |
| the maximum intensity required for this feedback to play More...
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MMSequence | Sequence |
| A MMSequence to use to play these feedbacks on. More...
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int | TrackID = 0 |
| The MMSequence's TrackID to consider. More...
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bool | Quantized = false |
| whether or not to use the quantized version of the target sequence More...
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int | TargetBPM = 120 |
| if using the quantized version of the target sequence, the BPM to apply to the sequence when playing it More...
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virtual bool | UseScriptDrivenTimescale [get, set] |
| from any class, you can set UseScriptDrivenTimescale:true, from there, instead of looking at Time.time, Time.deltaTime (or their unscaled equivalents), this feedback will compute time based on the values you feed them via ScriptDrivenDeltaTime and ScriptDrivenTime More...
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virtual float | ScriptDrivenDeltaTime [get, set] |
| the value this feedback should use for delta time More...
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virtual float | ScriptDrivenTime [get, set] |
| the value this feedback should use for time More...
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A class collecting delay, cooldown and repeat values, to be used to define the behaviour of each MMFeedback
◆ MMFeedbacksDirectionConditions
the possible ways this feedback can play based on the host MMFeedbacks' directions
Enumerator |
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Always | |
OnlyWhenForwards | |
OnlyWhenBackwards | |
◆ PlayDirections
the possible ways this feedback can play
Enumerator |
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FollowMMFeedbacksDirection | |
OppositeMMFeedbacksDirection | |
AlwaysNormal | |
AlwaysRewind | |
◆ ConstantIntensity
bool MoreMountains.Feedbacks.MMFeedbackTiming.ConstantIntensity = false |
if this is true, intensity will be constant, even if the parent MMFeedbacks is played at a lower intensity
◆ ContributeToTotalDuration
bool MoreMountains.Feedbacks.MMFeedbackTiming.ContributeToTotalDuration = true |
whether to count this feedback in the parent MMFeedbacks(Player) total duration or not
◆ CooldownDuration
float MoreMountains.Feedbacks.MMFeedbackTiming.CooldownDuration = 0f |
the cooldown duration mandatory between two plays
◆ DelayBetweenRepeats
float MoreMountains.Feedbacks.MMFeedbackTiming.DelayBetweenRepeats = 1f |
the delay (in seconds) between two firings of this feedback. This doesn't include the duration of the feedback.
◆ ExcludeFromHoldingPauses
bool MoreMountains.Feedbacks.MMFeedbackTiming.ExcludeFromHoldingPauses = false |
if this is true, holding pauses won't wait for this feedback to finish
◆ InitialDelay
float MoreMountains.Feedbacks.MMFeedbackTiming.InitialDelay = 0f |
the initial delay to apply before playing the delay (in seconds)
◆ IntensityIntervalMax
float MoreMountains.Feedbacks.MMFeedbackTiming.IntensityIntervalMax = 0f |
the maximum intensity required for this feedback to play
◆ IntensityIntervalMin
float MoreMountains.Feedbacks.MMFeedbackTiming.IntensityIntervalMin = 0f |
the minimum intensity required for this feedback to play
◆ InterruptsOnStop
bool MoreMountains.Feedbacks.MMFeedbackTiming.InterruptsOnStop = true |
if this is true, this feedback will interrupt itself when Stop is called on its parent MMFeedbacks, otherwise it'll keep running
◆ MMFeedbacksDirectionCondition
this defines how this feedback should play when the host MMFeedbacks is played :
- always (default) : this feedback will always play
- OnlyWhenForwards : this feedback will only play if the host MMFeedbacks is played in the top to bottom direction (forwards)
- OnlyWhenBackwards : this feedback will only play if the host MMFeedbacks is played in the bottom to top direction (backwards)
◆ NumberOfRepeats
int MoreMountains.Feedbacks.MMFeedbackTiming.NumberOfRepeats = 0 |
the repeat mode, whether the feedback should be played once, multiple times, or forever
◆ PlayDirection
this defines the way this feedback will play. It can play in its normal direction, or in rewind (a sound will play backwards, an object normally scaling up will scale down, a curve will be evaluated from right to left, etc)
- BasedOnMMFeedbacksDirection : will play normally when the host MMFeedbacks is played forwards, in rewind when it's played backwards
- OppositeMMFeedbacksDirection : will play in rewind when the host MMFeedbacks is played forwards, and normally when played backwards
- Always Normal : will always play normally, regardless of the direction of the host MMFeedbacks
- Always Rewind : will always play in rewind, regardless of the direction of the host MMFeedbacks
◆ Quantized
bool MoreMountains.Feedbacks.MMFeedbackTiming.Quantized = false |
whether or not to use the quantized version of the target sequence
◆ RepeatForever
bool MoreMountains.Feedbacks.MMFeedbackTiming.RepeatForever = false |
if this is true, the feedback will be repeated forever
◆ Sequence
MMSequence MoreMountains.Feedbacks.MMFeedbackTiming.Sequence |
◆ TargetBPM
int MoreMountains.Feedbacks.MMFeedbackTiming.TargetBPM = 120 |
if using the quantized version of the target sequence, the BPM to apply to the sequence when playing it
◆ TimescaleMode
whether we're working on scaled or unscaled time
◆ TrackID
int MoreMountains.Feedbacks.MMFeedbackTiming.TrackID = 0 |
◆ UseIntensityInterval
bool MoreMountains.Feedbacks.MMFeedbackTiming.UseIntensityInterval = false |
if this is true, this feedback will only play if its intensity is higher or equal to IntensityIntervalMin and lower than IntensityIntervalMax
◆ ScriptDrivenDeltaTime
virtual float MoreMountains.Feedbacks.MMFeedbackTiming.ScriptDrivenDeltaTime |
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getset |
the value this feedback should use for delta time
◆ ScriptDrivenTime
virtual float MoreMountains.Feedbacks.MMFeedbackTiming.ScriptDrivenTime |
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getset |
the value this feedback should use for time
◆ UseScriptDrivenTimescale
virtual bool MoreMountains.Feedbacks.MMFeedbackTiming.UseScriptDrivenTimescale |
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getset |
from any class, you can set UseScriptDrivenTimescale:true, from there, instead of looking at Time.time, Time.deltaTime (or their unscaled equivalents), this feedback will compute time based on the values you feed them via ScriptDrivenDeltaTime and ScriptDrivenTime
The documentation for this class was generated from the following file:
- F:/Github/Store/TopDownEngine/Assets/TopDownEngine/ThirdParty/MoreMountains/MMFeedbacks/MMFeedbacks/Core/MMFeedbackTiming.cs