Add this to an object and it'll be able to listen for MMFLookAtShakeEvents, and when one is received, it will rotate its associated transform accordingly.
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| virtual void | OnMMLookAtShakeEvent (float duration, bool lockXAxis, bool lockYAxis, bool lockZAxis, MMF_LookAt.UpwardVectors upwardVector, MMF_LookAt.LookAtTargetModes lookAtTargetMode, Transform lookAtTarget, Vector3 lookAtTargetWorldPosition, Vector3 lookAtDirection, Transform transformToRotate, MMTweenType lookAtTween, bool useRange=false, float rangeDistance=0f, bool useRangeFalloff=false, AnimationCurve rangeFalloff=null, Vector2 remapRangeFalloff=default(Vector2), Vector3 rangePosition=default(Vector3), float feedbacksIntensity=1.0f, MMChannelData channelData=null, bool resetShakerValuesAfterShake=true, bool resetTargetValuesAfterShake=true, bool forwardDirection=true, TimescaleModes timescaleMode=TimescaleModes.Scaled, bool stop=false) |
| | When getting a new look at event, we make our transform look at the specified target.
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| override void | StartListening () |
| | Starts listening for events.
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| override void | StopListening () |
| | Stops listening for events.
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| virtual float | GetTime () |
| virtual float | GetDeltaTime () |
| virtual void | ForceInitialization () |
| | Call this externally if you need to force a new initialization.
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| virtual void | StartShaking () |
| | Starts shaking the values.
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| virtual void | Play () |
| | Starts this shaker.
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| virtual void | Stop () |
| | Stops this shaker.
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| virtual float | ComputeRangeIntensity (bool useRange, float rangeDistance, bool useRangeFalloff, AnimationCurve rangeFalloff, Vector2 remapRangeFalloff, Vector3 rangePosition) |
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| float | Duration = 1f |
| | the duration of this shake, in seconds
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| MMTweenType | LookAtTween = new MMTweenType( new AnimationCurve(new Keyframe(0, 0), new Keyframe(1, 1))) |
| | the curve over which to animate the look at transition
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| bool | LockXAxis = false |
| | whether or not to lock rotation on the x axis
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| bool | LockYAxis = false |
| | whether or not to lock rotation on the y axis
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| bool | LockZAxis = false |
| | whether or not to lock rotation on the z axis
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| Transform | TransformToRotate |
| | in Direct mode, the transform to rotate to have it look at our target - if left empty, will be the transform this shaker is on
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| MMF_LookAt.UpwardVectors | UpwardVector = MMF_LookAt.UpwardVectors.Up |
| | the vector representing the up direction on the object we want to rotate and look at our target
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| MMF_LookAt.LookAtTargetModes | LookAtTargetMode = MMF_LookAt.LookAtTargetModes.Transform |
| | the different target modes : either a specific transform to look at, the coordinates of a world position, or a direction vector
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| Transform | LookAtTarget |
| | the transform we want to look at
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| Vector3 | LookAtTargetWorldPosition = Vector3.forward |
| | the coordinates of a point the world that we want to look at
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| Vector3 | LookAtDirection = Vector3.forward |
| | a direction (from our rotating object) that we want to look at
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| bool | StartShakingButton |
| MMChannelModes | ChannelMode = MMChannelModes.Int |
| int | Channel = 0 |
| | the channel to listen to - has to match the one on the feedback
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| MMChannel | MMChannelDefinition = null |
| float | ShakeDuration = 0.2f |
| | the duration of the shake, in seconds
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| bool | PlayOnAwake = false |
| | if this is true this shaker will play on awake
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| bool | PermanentShake = false |
| | if this is true, the shaker will shake permanently as long as its game object is active
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| bool | Interruptible = true |
| | if this is true, a new shake can happen while shaking
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| bool | AlwaysResetTargetValuesAfterShake = false |
| | if this is true, this shaker will always reset target values, regardless of how it was called
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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
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| float | CooldownBetweenShakes = 0f |
| | a cooldown, in seconds, after a shake, during which no other shake can start
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| bool | Shaking = false |
| | whether or not this shaker is shaking right now
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| bool | ForwardDirection = true |
| TimescaleModes | TimescaleMode = TimescaleModes.Scaled |
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| override void | Initialization () |
| | On init we store our initial rotation.
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| virtual void | Reset () |
| | When that shaker gets added, we initialize its shake duration.
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| override void | Shake () |
| | On shake we apply rotation on our target transform.
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| override void | ShakeComplete () |
| | On shake complete, we apply our final rotation.
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| virtual void | ApplyRotation (float journey) |
| | Rotates the associated transform to look at our target.
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| override void | ResetTargetValues () |
| | On ResetTargetValue, we reset our target transform's rotation.
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| override void | ResetShakerValues () |
| | Resets the shaker's values.
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| virtual void | Awake () |
| | On Awake we grab our volume and profile.
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| virtual void | SetShakeStartedTimestamp () |
| | Logs the start timestamp for this shaker.
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| virtual void | ShakeStarts () |
| | Describes what happens when a shake starts.
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| virtual void | GrabInitialValues () |
| | A method designed to collect initial values.
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| virtual void | Update () |
| | On Update, we shake our values if needed, or reset if our shake has ended.
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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.
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| virtual Color | ShakeGradient (Gradient gradient) |
| virtual void | OnEnable () |
| | On enable we start shaking if needed.
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| virtual void | OnDestroy () |
| | On destroy we stop listening for events.
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| virtual void | OnDisable () |
| | On disable we complete our shake if it was in progress.
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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.
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Add this to an object and it'll be able to listen for MMFLookAtShakeEvents, and when one is received, it will rotate its associated transform accordingly.