Add this to a light to have it receive MMLightShakeEvents from feedbacks or to shake it locally
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override void | StartListening () |
| Starts listening for events More...
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override void | StopListening () |
| Stops listening for events More...
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virtual void | OnMMLightShakeEvent (float shakeDuration, bool relativeValues, bool modifyColor, Gradient colorOverTime, AnimationCurve intensityCurve, float remapIntensityZero, float remapIntensityOne, AnimationCurve rangeCurve, float remapRangeZero, float remapRangeOne, AnimationCurve shadowStrengthCurve, float remapShadowStrengthZero, float remapShadowStrengthOne, float feedbacksIntensity=1.0f, MMChannelData channelData=null, bool resetShakerValuesAfterShake=true, bool resetTargetValuesAfterShake=true, bool useRange=false, float eventRange=0f, Vector3 eventOriginPosition=default(Vector3)) |
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virtual float | GetTime () |
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virtual float | GetDeltaTime () |
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virtual void | ForceInitialization () |
| Call this externally if you need to force a new initialization More...
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virtual void | StartShaking () |
| Starts shaking the values More...
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virtual void | Play () |
| Starts this shaker More...
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virtual void | Stop () |
| Stops this shaker More...
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virtual float | ComputeRangeIntensity (bool useRange, float rangeDistance, bool useRangeFalloff, AnimationCurve rangeFalloff, Vector2 remapRangeFalloff, Vector3 rangePosition) |
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Light | BoundLight |
| the light to affect when playing the feedback More...
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bool | StartsOff = true |
| whether or not that light should be turned off on start More...
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bool | RelativeValues = true |
| whether or not the values should be relative or not More...
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bool | ModifyColor = true |
| whether or not this shaker should modify color More...
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Gradient | ColorOverTime |
| the colors to apply to the light over time More...
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AnimationCurve | IntensityCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0)) |
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float | RemapIntensityZero = 0f |
| the value to remap the intensity curve's 0 to More...
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float | RemapIntensityOne = 1f |
| the value to remap the intensity curve's 1 to More...
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AnimationCurve | RangeCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0)) |
| the range to apply to the light over time More...
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float | RemapRangeZero = 0f |
| the value to remap the range curve's 0 to More...
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float | RemapRangeOne = 10f |
| the value to remap the range curve's 0 to More...
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AnimationCurve | ShadowStrengthCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0)) |
| the range to apply to the light over time More...
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float | RemapShadowStrengthZero = 0f |
| the value to remap the shadow strength's curve's 0 to More...
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float | RemapShadowStrengthOne = 1f |
| the value to remap the shadow strength's curve's 1 to More...
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MMChannelModes | ChannelMode = MMChannelModes.Int |
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int | Channel = 0 |
| the channel to listen to - has to match the one on the feedback More...
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MMChannel | MMChannelDefinition = null |
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float | ShakeDuration = 0.2f |
| the duration of the shake, in seconds More...
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bool | PlayOnAwake = false |
| if this is true this shaker will play on awake More...
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bool | PermanentShake = false |
| if this is true, the shaker will shake permanently as long as its game object is active More...
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bool | Interruptible = true |
| if this is true, a new shake can happen while shaking More...
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bool | AlwaysResetTargetValuesAfterShake = false |
| if this is true, this shaker will always reset target values, regardless of how it was called More...
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bool | OnlyUseShakerValues = false |
| if this is true, this shaker will ignore any value passed in an event that triggered it, and will instead use the values set on its inspector More...
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float | CooldownBetweenShakes = 0f |
| a cooldown, in seconds, after a shake, during which no other shake can start More...
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bool | Shaking = false |
| whether or not this shaker is shaking right now More...
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bool | ForwardDirection = true |
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TimescaleModes | TimescaleMode = TimescaleModes.Scaled |
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virtual MMChannelData | ChannelData => new MMChannelData(ChannelMode, Channel, MMChannelDefinition) |
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virtual bool | ListeningToEvents => _listeningToEvents |
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override void | Initialization () |
| On init we initialize our values More...
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virtual void | Reset () |
| When that shaker gets added, we initialize its shake duration More...
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override void | Shake () |
| Shakes values over time More...
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override void | GrabInitialValues () |
| Collects initial values on the target More...
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override void | ResetTargetValues () |
| Resets the target's values More...
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override void | ResetShakerValues () |
| Resets the shaker's values More...
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virtual void | Awake () |
| On Awake we grab our volume and profile More...
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virtual void | ShakeStarts () |
| Describes what happens when a shake starts More...
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virtual void | Update () |
| On Update, we shake our values if needed, or reset if our shake has ended More...
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virtual float | ShakeFloat (AnimationCurve curve, float remapMin, float remapMax, bool relativeIntensity, float initialValue) |
| A method used to "shake" a flot over time along a curve More...
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virtual Color | ShakeGradient (Gradient gradient) |
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virtual void | ShakeComplete () |
| Describes what happens when the shake is complete More...
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virtual void | OnEnable () |
| On enable we start shaking if needed More...
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virtual void | OnDestroy () |
| On destroy we stop listening for events More...
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virtual void | OnDisable () |
| On disable we complete our shake if it was in progress More...
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virtual bool | CheckEventAllowed (MMChannelData channelData, bool useRange=false, float range=0f, Vector3 eventOriginPosition=default(Vector3)) |
| Returns true if this shaker should listen to events, false otherwise More...
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Add this to a light to have it receive MMLightShakeEvents from feedbacks or to shake it locally