TopDown Engine
v4.1
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Public Member Functions | |
virtual float | GetTime () |
virtual float | GetDeltaTime () |
virtual void | ForceInitialization () |
Call this externally if you need to force a new initialization More... | |
virtual void | StartShaking () |
Starts shaking the values More... | |
virtual void | Play () |
Starts this shaker More... | |
virtual void | Stop () |
Stops this shaker More... | |
virtual void | StartListening () |
Starts listening for events More... | |
virtual void | StopListening () |
Stops listening for events More... | |
virtual float | ComputeRangeIntensity (bool useRange, float rangeDistance, bool useRangeFalloff, AnimationCurve rangeFalloff, Vector2 remapRangeFalloff, Vector3 rangePosition) |
Public Attributes | |
MMChannelModes | ChannelMode = MMChannelModes.Int |
int | Channel = 0 |
the channel to listen to - has to match the one on the feedback More... | |
MMChannel | MMChannelDefinition = null |
float | ShakeDuration = 0.2f |
the duration of the shake, in seconds More... | |
bool | PlayOnAwake = false |
if this is true this shaker will play on awake More... | |
bool | PermanentShake = false |
if this is true, the shaker will shake permanently as long as its game object is active More... | |
bool | Interruptible = true |
if this is true, a new shake can happen while shaking More... | |
bool | AlwaysResetTargetValuesAfterShake = false |
if this is true, this shaker will always reset target values, regardless of how it was called More... | |
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... | |
float | CooldownBetweenShakes = 0f |
a cooldown, in seconds, after a shake, during which no other shake can start More... | |
bool | Shaking = false |
whether or not this shaker is shaking right now More... | |
bool | ForwardDirection = true |
TimescaleModes | TimescaleMode = TimescaleModes.Scaled |
virtual MMChannelData | ChannelData => new MMChannelData(ChannelMode, Channel, MMChannelDefinition) |
virtual bool | ListeningToEvents => _listeningToEvents |
Protected Member Functions | |
virtual void | Awake () |
On Awake we grab our volume and profile More... | |
virtual void | Initialization () |
Override this method to initialize your shaker More... | |
virtual void | ShakeStarts () |
Describes what happens when a shake starts More... | |
virtual void | GrabInitialValues () |
A method designed to collect initial values More... | |
virtual void | Update () |
On Update, we shake our values if needed, or reset if our shake has ended More... | |
virtual void | Shake () |
Override this method to implement shake over time More... | |
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... | |
virtual Color | ShakeGradient (Gradient gradient) |
virtual void | ResetTargetValues () |
Resets the values on the target More... | |
virtual void | ResetShakerValues () |
Resets the values on the shaker More... | |
virtual void | ShakeComplete () |
Describes what happens when the shake is complete More... | |
virtual void | OnEnable () |
On enable we start shaking if needed More... | |
virtual void | OnDestroy () |
On destroy we stop listening for events More... | |
virtual void | OnDisable () |
On disable we complete our shake if it was in progress More... | |
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... | |
Protected Attributes | |
float | _shakeStartedTimestamp = -Single.MaxValue |
float | _remappedTimeSinceStart |
bool | _resetShakerValuesAfterShake |
bool | _resetTargetValuesAfterShake |
float | _journey |
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protectedvirtual |
On Awake we grab our volume and profile
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protectedvirtual |
Returns true if this shaker should listen to events, false otherwise
channel |
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Call this externally if you need to force a new initialization
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protectedvirtual |
A method designed to collect initial values
Reimplemented in MoreMountains.Feedbacks.MMLightShaker, MoreMountains.FeedbacksForThirdParty.MMCinemachineClippingPlanesShaker, MoreMountains.FeedbacksForThirdParty.MMCinemachineFieldOfViewShaker, MoreMountains.Feedbacks.MMCameraClippingPlanesShaker, MoreMountains.FeedbacksForThirdParty.MMCinemachineOrthographicSizeShaker, MoreMountains.Feedbacks.MMSpriteRendererShaker, MoreMountains.Feedbacks.MMAudioFilterDistortionShaker, MoreMountains.Feedbacks.MMAudioFilterEchoShaker, MoreMountains.Feedbacks.MMAudioFilterHighPassShaker, MoreMountains.Feedbacks.MMAudioFilterLowPassShaker, MoreMountains.Feedbacks.MMAudioFilterReverbShaker, MoreMountains.Feedbacks.MMAudioSourcePitchShaker, MoreMountains.Feedbacks.MMAudioSourceStereoPanShaker, MoreMountains.Feedbacks.MMAudioSourceVolumeShaker, MoreMountains.Feedbacks.MMCameraFieldOfViewShaker, and MoreMountains.Feedbacks.MMCameraOrthographicSizeShaker.
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protectedvirtual |
Override this method to initialize your shaker
Reimplemented in MoreMountains.Feedbacks.MMPositionShaker, MoreMountains.Feedbacks.MMLookAtShaker, MoreMountains.Feedbacks.MMRotationShaker, MoreMountains.Feedbacks.MMScaleShaker, MoreMountains.Feedbacks.MMLightShaker, MoreMountains.FeedbacksForThirdParty.MMCinemachineClippingPlanesShaker, MoreMountains.Feedbacks.MMCameraClippingPlanesShaker, MoreMountains.FeedbacksForThirdParty.MMCinemachineFieldOfViewShaker, MoreMountains.FeedbacksForThirdParty.MMCinemachineOrthographicSizeShaker, MoreMountains.Feedbacks.MMSpriteRendererShaker, MoreMountains.Feedbacks.MMAudioFilterDistortionShaker, MoreMountains.Feedbacks.MMAudioFilterEchoShaker, MoreMountains.Feedbacks.MMAudioFilterHighPassShaker, MoreMountains.Feedbacks.MMAudioFilterLowPassShaker, MoreMountains.Feedbacks.MMAudioFilterReverbShaker, MoreMountains.Feedbacks.MMAudioSourcePitchShaker, MoreMountains.Feedbacks.MMAudioSourceStereoPanShaker, MoreMountains.Feedbacks.MMAudioSourceVolumeShaker, MoreMountains.Feedbacks.MMCameraFieldOfViewShaker, MoreMountains.Feedbacks.MMCameraOrthographicSizeShaker, and MoreMountains.Feedbacks.MMFeedbacksShaker.
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On destroy we stop listening for events
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On disable we complete our shake if it was in progress
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On enable we start shaking if needed
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Starts this shaker
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protectedvirtual |
Resets the values on the shaker
Reimplemented in MoreMountains.Feedbacks.MMPositionShaker, MoreMountains.Feedbacks.MMRotationShaker, MoreMountains.Feedbacks.MMScaleShaker, MoreMountains.Feedbacks.MMLookAtShaker, MoreMountains.FeedbacksForThirdParty.MMCinemachineClippingPlanesShaker, MoreMountains.FeedbacksForThirdParty.MMCinemachineFieldOfViewShaker, MoreMountains.Feedbacks.MMCameraClippingPlanesShaker, MoreMountains.FeedbacksForThirdParty.MMCinemachineOrthographicSizeShaker, MoreMountains.Feedbacks.MMLightShaker, MoreMountains.Feedbacks.MMAudioFilterReverbShaker, MoreMountains.Feedbacks.MMCameraFieldOfViewShaker, MoreMountains.Feedbacks.MMCameraOrthographicSizeShaker, MoreMountains.Feedbacks.MMAudioFilterDistortionShaker, MoreMountains.Feedbacks.MMAudioFilterEchoShaker, MoreMountains.Feedbacks.MMAudioFilterHighPassShaker, MoreMountains.Feedbacks.MMAudioFilterLowPassShaker, MoreMountains.Feedbacks.MMAudioSourcePitchShaker, MoreMountains.Feedbacks.MMAudioSourceStereoPanShaker, MoreMountains.Feedbacks.MMAudioSourceVolumeShaker, and MoreMountains.Feedbacks.MMSpriteRendererShaker.
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protectedvirtual |
Resets the values on the target
Reimplemented in MoreMountains.Feedbacks.MMPositionShaker, MoreMountains.Feedbacks.MMRotationShaker, MoreMountains.Feedbacks.MMScaleShaker, MoreMountains.Feedbacks.MMLookAtShaker, MoreMountains.FeedbacksForThirdParty.MMCinemachineClippingPlanesShaker, MoreMountains.FeedbacksForThirdParty.MMCinemachineFieldOfViewShaker, MoreMountains.Feedbacks.MMCameraClippingPlanesShaker, MoreMountains.FeedbacksForThirdParty.MMCinemachineOrthographicSizeShaker, MoreMountains.Feedbacks.MMAudioFilterReverbShaker, MoreMountains.Feedbacks.MMLightShaker, MoreMountains.Feedbacks.MMCameraFieldOfViewShaker, MoreMountains.Feedbacks.MMCameraOrthographicSizeShaker, MoreMountains.Feedbacks.MMAudioFilterDistortionShaker, MoreMountains.Feedbacks.MMAudioFilterEchoShaker, MoreMountains.Feedbacks.MMAudioFilterHighPassShaker, MoreMountains.Feedbacks.MMAudioFilterLowPassShaker, MoreMountains.Feedbacks.MMAudioSourcePitchShaker, MoreMountains.Feedbacks.MMAudioSourceStereoPanShaker, MoreMountains.Feedbacks.MMAudioSourceVolumeShaker, and MoreMountains.Feedbacks.MMSpriteRendererShaker.
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protectedvirtual |
Override this method to implement shake over time
Reimplemented in MoreMountains.Feedbacks.MMPositionShaker, MoreMountains.Feedbacks.MMRotationShaker, MoreMountains.Feedbacks.MMScaleShaker, MoreMountains.Feedbacks.MMLookAtShaker, MoreMountains.Feedbacks.MMLightShaker, MoreMountains.FeedbacksForThirdParty.MMCinemachineClippingPlanesShaker, MoreMountains.Feedbacks.MMCameraClippingPlanesShaker, MoreMountains.FeedbacksForThirdParty.MMCinemachineFieldOfViewShaker, MoreMountains.FeedbacksForThirdParty.MMCinemachineOrthographicSizeShaker, MoreMountains.Feedbacks.MMSpriteRendererShaker, MoreMountains.Feedbacks.MMAudioFilterDistortionShaker, MoreMountains.Feedbacks.MMAudioFilterEchoShaker, MoreMountains.Feedbacks.MMAudioFilterHighPassShaker, MoreMountains.Feedbacks.MMAudioFilterLowPassShaker, MoreMountains.Feedbacks.MMAudioFilterReverbShaker, MoreMountains.Feedbacks.MMAudioSourcePitchShaker, MoreMountains.Feedbacks.MMAudioSourceStereoPanShaker, MoreMountains.Feedbacks.MMAudioSourceVolumeShaker, MoreMountains.Feedbacks.MMCameraFieldOfViewShaker, and MoreMountains.Feedbacks.MMCameraOrthographicSizeShaker.
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protectedvirtual |
Describes what happens when the shake is complete
Reimplemented in MoreMountains.Feedbacks.MMPositionShaker, MoreMountains.Feedbacks.MMRotationShaker, MoreMountains.Feedbacks.MMScaleShaker, and MoreMountains.Feedbacks.MMLookAtShaker.
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protectedvirtual |
A method used to "shake" a flot over time along a curve
curve | |
remapMin | |
remapMax | |
relativeIntensity | |
initialValue |
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protectedvirtual |
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protectedvirtual |
Describes what happens when a shake starts
Reimplemented in MoreMountains.Feedbacks.MMPositionShaker, MoreMountains.Feedbacks.MMRotationShaker, MoreMountains.Feedbacks.MMScaleShaker, and MoreMountains.Feedbacks.MMFeedbacksShaker.
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Starts listening for events
Reimplemented in MoreMountains.Feedbacks.MMPositionShaker, MoreMountains.Feedbacks.MMRotationShaker, MoreMountains.Feedbacks.MMScaleShaker, MoreMountains.Feedbacks.MMLookAtShaker, MoreMountains.FeedbacksForThirdParty.MMCinemachineClippingPlanesShaker, MoreMountains.Feedbacks.MMCameraClippingPlanesShaker, MoreMountains.FeedbacksForThirdParty.MMCinemachineFieldOfViewShaker, MoreMountains.FeedbacksForThirdParty.MMCinemachineOrthographicSizeShaker, MoreMountains.Feedbacks.MMLightShaker, MoreMountains.Feedbacks.MMAudioFilterReverbShaker, MoreMountains.Feedbacks.MMCameraFieldOfViewShaker, MoreMountains.Feedbacks.MMCameraOrthographicSizeShaker, MoreMountains.Feedbacks.MMAudioFilterDistortionShaker, MoreMountains.Feedbacks.MMAudioFilterEchoShaker, MoreMountains.Feedbacks.MMAudioFilterHighPassShaker, MoreMountains.Feedbacks.MMAudioFilterLowPassShaker, MoreMountains.Feedbacks.MMAudioSourcePitchShaker, MoreMountains.Feedbacks.MMAudioSourceStereoPanShaker, MoreMountains.Feedbacks.MMAudioSourceVolumeShaker, MoreMountains.Feedbacks.MMSpriteRendererShaker, and MoreMountains.Feedbacks.MMFeedbacksShaker.
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Starts shaking the values
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Stops this shaker
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Stops listening for events
Reimplemented in MoreMountains.Feedbacks.MMPositionShaker, MoreMountains.Feedbacks.MMRotationShaker, MoreMountains.Feedbacks.MMScaleShaker, MoreMountains.Feedbacks.MMLookAtShaker, MoreMountains.FeedbacksForThirdParty.MMCinemachineClippingPlanesShaker, MoreMountains.Feedbacks.MMCameraClippingPlanesShaker, MoreMountains.FeedbacksForThirdParty.MMCinemachineFieldOfViewShaker, MoreMountains.FeedbacksForThirdParty.MMCinemachineOrthographicSizeShaker, MoreMountains.Feedbacks.MMLightShaker, MoreMountains.Feedbacks.MMAudioFilterReverbShaker, MoreMountains.Feedbacks.MMCameraFieldOfViewShaker, MoreMountains.Feedbacks.MMCameraOrthographicSizeShaker, MoreMountains.Feedbacks.MMAudioFilterDistortionShaker, MoreMountains.Feedbacks.MMAudioFilterEchoShaker, MoreMountains.Feedbacks.MMAudioFilterHighPassShaker, MoreMountains.Feedbacks.MMAudioFilterLowPassShaker, MoreMountains.Feedbacks.MMAudioSourcePitchShaker, MoreMountains.Feedbacks.MMAudioSourceStereoPanShaker, MoreMountains.Feedbacks.MMAudioSourceVolumeShaker, MoreMountains.Feedbacks.MMSpriteRendererShaker, and MoreMountains.Feedbacks.MMFeedbacksShaker.
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On Update, we shake our values if needed, or reset if our shake has ended
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bool MoreMountains.Feedbacks.MMShaker.AlwaysResetTargetValuesAfterShake = false |
if this is true, this shaker will always reset target values, regardless of how it was called
int MoreMountains.Feedbacks.MMShaker.Channel = 0 |
the channel to listen to - has to match the one on the feedback
virtual MMChannelData MoreMountains.Feedbacks.MMShaker.ChannelData => new MMChannelData(ChannelMode, Channel, MMChannelDefinition) |
MMChannelModes MoreMountains.Feedbacks.MMShaker.ChannelMode = MMChannelModes.Int |
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
float MoreMountains.Feedbacks.MMShaker.CooldownBetweenShakes = 0f |
a cooldown, in seconds, after a shake, during which no other shake can start
bool MoreMountains.Feedbacks.MMShaker.ForwardDirection = true |
bool MoreMountains.Feedbacks.MMShaker.Interruptible = true |
if this is true, a new shake can happen while shaking
virtual bool MoreMountains.Feedbacks.MMShaker.ListeningToEvents => _listeningToEvents |
MMChannel MoreMountains.Feedbacks.MMShaker.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
bool MoreMountains.Feedbacks.MMShaker.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
bool MoreMountains.Feedbacks.MMShaker.PermanentShake = false |
if this is true, the shaker will shake permanently as long as its game object is active
bool MoreMountains.Feedbacks.MMShaker.PlayOnAwake = false |
if this is true this shaker will play on awake
float MoreMountains.Feedbacks.MMShaker.ShakeDuration = 0.2f |
the duration of the shake, in seconds
bool MoreMountains.Feedbacks.MMShaker.Shaking = false |
whether or not this shaker is shaking right now
TimescaleModes MoreMountains.Feedbacks.MMShaker.TimescaleMode = TimescaleModes.Scaled |