◆ Channel
int MoreMountains.Feedbacks.MMFlashDebugSettings.Channel = 0 |
the channel to listen to - has to match the one on the feedback
◆ ChannelMode
whether to listen on a channel defined by an int or by a MMChannel scriptable object. Ints are simple to setup but can get messy and make it harder to remember what int corresponds to what. MMChannel scriptable objects require you to create them in advance, but come with a readable name and are more scalable
◆ FlashAlpha
float MoreMountains.Feedbacks.MMFlashDebugSettings.FlashAlpha = 1f |
◆ FlashColor
Color MoreMountains.Feedbacks.MMFlashDebugSettings.FlashColor = Color.white |
◆ FlashDuration
float MoreMountains.Feedbacks.MMFlashDebugSettings.FlashDuration = 0.2f |
the flash duration (in seconds)
◆ FlashID
int MoreMountains.Feedbacks.MMFlashDebugSettings.FlashID = 0 |
the ID of the flash (usually 0). You can specify on each MMFlash object an ID, allowing you to have different flash images in one scene and call them separately (one for damage, one for health pickups, etc)
◆ MMChannelDefinition
MMChannel MoreMountains.Feedbacks.MMFlashDebugSettings.MMChannelDefinition = null |
the MMChannel definition asset to use to listen for events. The feedbacks targeting this shaker will have to reference that same MMChannel definition to receive events - to create a MMChannel, right click anywhere in your project (usually in a Data folder) and go MoreMountains > MMChannel, then name it with some unique name
The documentation for this class was generated from the following file:
- F:/Github/Store/TopDownEngine/Assets/TopDownEngine/ThirdParty/MoreMountains/MMFeedbacks/MMFeedbacks/Shakers/MMFlash.cs