TopDown Engine
v4.1
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A class to store public wiggle properties More...
Public Member Functions | |
float | GetDeltaTime () |
Returns the delta time, either regular or unscaled More... | |
float | GetTime () |
Returns the time, either regular or unscaled More... | |
Public Attributes | |
bool | WigglePermitted = true |
WiggleTypes | WiggleType = WiggleTypes.Random |
the position mode : none, random or ping pong - none won't do anything, random will randomize min and max bounds, ping pong will oscillate between min and max bounds More... | |
bool | UseUnscaledTime = false |
if this is true, unscaled delta time, otherwise regular delta time More... | |
float | TimeMultiplier = 1f |
a multiplier to apply to all time related operations, allowing you to speed up or slow down the wiggle More... | |
bool | StartWigglingAutomatically = true |
whether or not this object should start wiggling automatically on Start() More... | |
bool | SmoothPingPong = true |
if this is true, position will be ping ponged with an ease in/out curve More... | |
bool | UseSpeedCurve = false |
Whether or not the position's speed curve will be used. More... | |
AnimationCurve | SpeedCurve = AnimationCurve.Linear(0f, 0f, 1f, 1f) |
an animation curve to define the speed over time from one position to the other (x), and the actual position (y), allowing for overshoot More... | |
float | FrequencyMin = 0f |
the minimum time (in seconds) between two position changes More... | |
float | FrequencyMax = 1f |
the maximum time (in seconds) between two position changes More... | |
Vector3 | AmplitudeMin = Vector3.zero |
the minimum position the object can have More... | |
Vector3 | AmplitudeMax = Vector3.one |
the maximum position the object can have More... | |
bool | RelativeAmplitude = true |
if this is true, amplitude will be relative, otherwise world space More... | |
bool | UniformValues = false |
if this is true, all amplitude values will match the x amplitude value More... | |
bool | ForceVectorLength = false |
if this is true, when randomizing amplitude, the resulting vector's length will be forced to match ForcedVectorLength More... | |
float | ForcedVectorLength = 1f |
the length of the randomized amplitude if ForceVectorLength is true More... | |
AnimationCurve | Curve = AnimationCurve.Linear(0f, 0f, 1f, 1f) |
a curve to animate this property on More... | |
Vector3 | RemapCurveZeroMin = Vector3.zero |
the minimum value to randomize the curve's zero remap to More... | |
Vector3 | RemapCurveZeroMax = Vector3.zero |
the maximum value to randomize the curve's zero remap to More... | |
Vector3 | RemapCurveOneMin = Vector3.one |
the minimum value to randomize the curve's one remap to More... | |
Vector3 | RemapCurveOneMax = Vector3.one |
the maximum value to randomize the curve's one remap to More... | |
bool | RelativeCurveAmplitude = true |
whether or not to add the initial value of this property to the curve's outcome More... | |
bool | CurvePingPong = false |
whether or not the curve should be read from left to right, then right to left More... | |
float | PauseMin = 0f |
the minimum time to spend between two random positions More... | |
float | PauseMax = 0f |
the maximum time to spend between two random positions More... | |
bool | LimitedTime = false |
if this is true, this property will only animate for the specified time More... | |
float | LimitedTimeTotal |
the maximum time left More... | |
AnimationCurve | LimitedTimeFalloff = AnimationCurve.Linear(0f, 1f, 1f, 0f) |
the animation curve to use to decrease the effect of the wiggle as time goes More... | |
bool | LimitedTimeResetValue = true |
if this is true, original position will be restored when time left reaches zero More... | |
float | LimitedTimeLeft |
the actual time left More... | |
Vector3 | NoiseFrequencyMin = Vector3.zero |
the minimum time between two changes of noise frequency More... | |
Vector3 | NoiseFrequencyMax = Vector3.one |
the maximum time between two changes of noise frequency More... | |
Vector3 | NoiseShiftMin = Vector3.zero |
how much the noise should be shifted at minimum More... | |
Vector3 | NoiseShiftMax = Vector3.zero |
how much the noise should be shifted at maximum More... | |
A class to store public wiggle properties
float MoreMountains.Feedbacks.WiggleProperties.GetDeltaTime | ( | ) |
Returns the delta time, either regular or unscaled
float MoreMountains.Feedbacks.WiggleProperties.GetTime | ( | ) |
Returns the time, either regular or unscaled
Vector3 MoreMountains.Feedbacks.WiggleProperties.AmplitudeMax = Vector3.one |
the maximum position the object can have
Vector3 MoreMountains.Feedbacks.WiggleProperties.AmplitudeMin = Vector3.zero |
the minimum position the object can have
AnimationCurve MoreMountains.Feedbacks.WiggleProperties.Curve = AnimationCurve.Linear(0f, 0f, 1f, 1f) |
a curve to animate this property on
bool MoreMountains.Feedbacks.WiggleProperties.CurvePingPong = false |
whether or not the curve should be read from left to right, then right to left
float MoreMountains.Feedbacks.WiggleProperties.ForcedVectorLength = 1f |
the length of the randomized amplitude if ForceVectorLength is true
bool MoreMountains.Feedbacks.WiggleProperties.ForceVectorLength = false |
if this is true, when randomizing amplitude, the resulting vector's length will be forced to match ForcedVectorLength
float MoreMountains.Feedbacks.WiggleProperties.FrequencyMax = 1f |
the maximum time (in seconds) between two position changes
float MoreMountains.Feedbacks.WiggleProperties.FrequencyMin = 0f |
the minimum time (in seconds) between two position changes
bool MoreMountains.Feedbacks.WiggleProperties.LimitedTime = false |
if this is true, this property will only animate for the specified time
AnimationCurve MoreMountains.Feedbacks.WiggleProperties.LimitedTimeFalloff = AnimationCurve.Linear(0f, 1f, 1f, 0f) |
the animation curve to use to decrease the effect of the wiggle as time goes
float MoreMountains.Feedbacks.WiggleProperties.LimitedTimeLeft |
the actual time left
bool MoreMountains.Feedbacks.WiggleProperties.LimitedTimeResetValue = true |
if this is true, original position will be restored when time left reaches zero
float MoreMountains.Feedbacks.WiggleProperties.LimitedTimeTotal |
the maximum time left
Vector3 MoreMountains.Feedbacks.WiggleProperties.NoiseFrequencyMax = Vector3.one |
the maximum time between two changes of noise frequency
Vector3 MoreMountains.Feedbacks.WiggleProperties.NoiseFrequencyMin = Vector3.zero |
the minimum time between two changes of noise frequency
Vector3 MoreMountains.Feedbacks.WiggleProperties.NoiseShiftMax = Vector3.zero |
how much the noise should be shifted at maximum
Vector3 MoreMountains.Feedbacks.WiggleProperties.NoiseShiftMin = Vector3.zero |
how much the noise should be shifted at minimum
float MoreMountains.Feedbacks.WiggleProperties.PauseMax = 0f |
the maximum time to spend between two random positions
float MoreMountains.Feedbacks.WiggleProperties.PauseMin = 0f |
the minimum time to spend between two random positions
bool MoreMountains.Feedbacks.WiggleProperties.RelativeAmplitude = true |
if this is true, amplitude will be relative, otherwise world space
bool MoreMountains.Feedbacks.WiggleProperties.RelativeCurveAmplitude = true |
whether or not to add the initial value of this property to the curve's outcome
Vector3 MoreMountains.Feedbacks.WiggleProperties.RemapCurveOneMax = Vector3.one |
the maximum value to randomize the curve's one remap to
Vector3 MoreMountains.Feedbacks.WiggleProperties.RemapCurveOneMin = Vector3.one |
the minimum value to randomize the curve's one remap to
Vector3 MoreMountains.Feedbacks.WiggleProperties.RemapCurveZeroMax = Vector3.zero |
the maximum value to randomize the curve's zero remap to
Vector3 MoreMountains.Feedbacks.WiggleProperties.RemapCurveZeroMin = Vector3.zero |
the minimum value to randomize the curve's zero remap to
bool MoreMountains.Feedbacks.WiggleProperties.SmoothPingPong = true |
if this is true, position will be ping ponged with an ease in/out curve
AnimationCurve MoreMountains.Feedbacks.WiggleProperties.SpeedCurve = AnimationCurve.Linear(0f, 0f, 1f, 1f) |
an animation curve to define the speed over time from one position to the other (x), and the actual position (y), allowing for overshoot
bool MoreMountains.Feedbacks.WiggleProperties.StartWigglingAutomatically = true |
whether or not this object should start wiggling automatically on Start()
float MoreMountains.Feedbacks.WiggleProperties.TimeMultiplier = 1f |
a multiplier to apply to all time related operations, allowing you to speed up or slow down the wiggle
bool MoreMountains.Feedbacks.WiggleProperties.UniformValues = false |
if this is true, all amplitude values will match the x amplitude value
bool MoreMountains.Feedbacks.WiggleProperties.UseSpeedCurve = false |
Whether or not the position's speed curve will be used.
bool MoreMountains.Feedbacks.WiggleProperties.UseUnscaledTime = false |
if this is true, unscaled delta time, otherwise regular delta time
bool MoreMountains.Feedbacks.WiggleProperties.WigglePermitted = true |
WiggleTypes MoreMountains.Feedbacks.WiggleProperties.WiggleType = WiggleTypes.Random |
the position mode : none, random or ping pong - none won't do anything, random will randomize min and max bounds, ping pong will oscillate between min and max bounds