This feedback lets you trigger the appearance of a floating text, that will reflect the damage done to the target Health component. This requires that a MMFloatingTextSpawner be correctly setup in the scene, otherwise nothing will happen. To do so, create a new empty object, add a MMFloatingTextSpawner to it. Drag (at least) one MMFloatingText prefab into its PooledSimpleMMFloatingText slot. You'll find such prefabs already made in the MMTools/Tools/MMFloatingText/Prefabs folder, but feel free to create your own.
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Health | TargetHealth |
| the Health component where damage data should be read More...
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string | Formatting = "" |
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bool | DamageDirectionImpactsTextDirection = true |
| whether or not the direction of the damage should impact the direction of the floating text More...
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float | DamageDirectionMultiplier = 0.5f |
| the multiplier to apply to the damage direction. Usually you'll want it to be less than 1. With a value of 0.5, a character being hit from the left will spawn a floating text at a 45° up/right angle More...
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int | Channel = 0 |
| the channel to require a floating text spawn on. This has to match the Channel value in the Pooler settings of your chosen MMFloatingTextSpawner More...
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float | Intensity = 1f |
| the Intensity to spawn this text with, will act as a lifetime/movement/scale multiplier based on the spawner's settings More...
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string | Value = "100" |
| the value to display when spawning this text More...
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bool | UseIntensityAsValue = false |
| if this is true, the intensity passed to this feedback will be the value displayed More...
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bool | ForceColor = false |
| whether or not to force a color on the new text, if not, the default colors of the spawner will be used More...
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Gradient | AnimateColorGradient = new Gradient() |
| the gradient to apply over the lifetime of the text More...
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bool | ForceLifetime = false |
| whether or not to force a lifetime on the new text, if not, the default colors of the spawner will be used More...
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float | Lifetime = 0.5f |
| the forced lifetime for the spawned text More...
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PositionModes | PositionMode = PositionModes.FeedbackPosition |
| where to spawn the new text (at the position of the feedback, or on a specified Transform) More...
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Transform | TargetTransform |
| in transform mode, the Transform on which to spawn the new floating text More...
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Vector3 | Direction = Vector3.zero |
| the direction to apply to the new floating text (leave it to 0 to let the Spawner decide based on its settings) More...
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bool | Active = true |
| whether or not this feedback is active More...
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string | Label = "MMFeedback" |
| the name of this feedback to display in the inspector More...
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float | Chance = 100f |
| the chance of this feedback happening (in percent : 100 : happens all the time, 0 : never happens, 50 : happens once every two calls, etc) More...
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MMFeedbackTiming | Timing |
| a number of timing-related values (delay, repeat, etc) More...
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bool | DebugActive = false |
| whether or not this feedback is in debug mode More...
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override void | CustomPlayFeedback (Vector3 position, float attenuation=1.0f) |
| On play, we ask for a floating text to be spawned More...
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override void | CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f) |
| On play we ask the spawner on the specified channel to spawn a new floating text More...
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virtual void | OnEnable () |
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virtual IEnumerator | PlayCoroutine (Vector3 position, float feedbacksIntensity=1.0f) |
| An internal coroutine delaying the initial play of the feedback More...
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virtual void | RegularPlay (Vector3 position, float feedbacksIntensity=1.0f) |
| Triggers delaying coroutines if needed More...
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virtual IEnumerator | InfinitePlay (Vector3 position, float feedbacksIntensity=1.0f) |
| Internal coroutine used for repeated play without end More...
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virtual IEnumerator | RepeatedPlay (Vector3 position, float feedbacksIntensity=1.0f) |
| Internal coroutine used for repeated play More...
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virtual IEnumerator | SequenceCoroutine (Vector3 position, float feedbacksIntensity=1.0f) |
| A coroutine used to play this feedback on a sequence More...
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virtual float | ApplyDirection (float normalizedTime) |
| Returns a new value of the normalized time based on the current play direction of this feedback More...
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virtual float | ApplyTimeMultiplier (float duration) |
| Applies the host MMFeedbacks' time multiplier to this feedback More...
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virtual void | CustomInitialization (GameObject owner) |
| This method describes all custom initialization processes the feedback requires, in addition to the main Initialization method More...
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virtual void | CustomStopFeedback (Vector3 position, float feedbacksIntensity=1.0f) |
| This method describes what happens when the feedback gets stopped More...
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virtual void | CustomReset () |
| This method describes what happens when the feedback gets reset More...
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enum | PositionModes { PositionModes.TargetTransform,
PositionModes.FeedbackPosition,
PositionModes.PlayPosition
} |
| sets the inspector color for this feedback More...
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virtual MMChannelData | ChannelData (int channel) |
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virtual void | Initialization (GameObject owner) |
| Initializes the feedback and its timing related variables More...
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virtual void | Play (Vector3 position, float feedbacksIntensity=1.0f) |
| Plays the feedback More...
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virtual void | Stop (Vector3 position, float feedbacksIntensity=1.0f) |
| Stops all feedbacks from playing. Will stop repeating feedbacks, and call custom stop implementations More...
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virtual void | ResetFeedback () |
| Calls this feedback's custom reset More...
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virtual void | SetSequence (MMSequence newSequence) |
| Use this method to change this feedback's sequence at runtime More...
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virtual void | SetDelayBetweenRepeats (float delay) |
| Use this method to specify a new delay between repeats at runtime More...
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virtual void | SetInitialDelay (float delay) |
| Use this method to specify a new initial delay at runtime More...
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static bool | FeedbackTypeAuthorized = true |
| a static bool used to disable all feedbacks of this type at once More...
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Vector3 | _playPosition |
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string | _value |
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float | _lastPlayTimestamp = -1f |
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int | _playsLeft |
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bool | _initialized = false |
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Coroutine | _playCoroutine |
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Coroutine | _infinitePlayCoroutine |
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Coroutine | _sequenceCoroutine |
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Coroutine | _repeatedPlayCoroutine |
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int | _sequenceTrackID = 0 |
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MMFeedbacks | _hostMMFeedbacks |
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float | _beatInterval |
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bool | BeatThisFrame = false |
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int | LastBeatIndex = 0 |
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int | CurrentSequenceIndex = 0 |
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float | LastBeatTimestamp = 0f |
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bool | _isHostMMFeedbacksNotNull |
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MMChannelData | _channelData |
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override float | FeedbackDuration [get, set] |
| the duration of this feedback is a fixed value or the lifetime More...
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GameObject | Owner [get, set] |
| the Owner of the feedback, as defined when calling the Initialization method More...
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virtual IEnumerator | Pause [get] |
| set this to true if your feedback should pause the execution of the feedback sequence More...
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virtual bool | HoldingPause [get] |
| if this is true, this feedback will wait until all previous feedbacks have run More...
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virtual bool | LooperPause [get] |
| if this is true, this feedback will wait until all previous feedbacks have run, then run all previous feedbacks again More...
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virtual bool | ScriptDrivenPause [get, set] |
| if this is true, this feedback will pause and wait until Resume() is called on its parent MMFeedbacks to resume execution More...
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virtual float | ScriptDrivenPauseAutoResume [get, set] |
| if this is a positive value, the feedback will auto resume after that duration if it hasn't been resumed via script already More...
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virtual bool | LooperStart [get] |
| if this is true, this feedback will wait until all previous feedbacks have run, then run all previous feedbacks again More...
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virtual bool | InCooldown [get] |
| returns true if this feedback is in cooldown at this time (and thus can't play), false otherwise More...
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virtual bool | IsPlaying [get, set] |
| if this is true, this feedback is currently playing More...
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float | FeedbackTime [get] |
| the time (or unscaled time) based on the selected Timing settings More...
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float | FeedbackDeltaTime [get] |
| the delta time (or unscaled delta time) based on the selected Timing settings More...
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float | TotalDuration [get] |
| The total duration of this feedback : total = initial delay + duration * (number of repeats + delay between repeats)
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virtual float | FeedbackStartedAt [get] |
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virtual float | FeedbackDuration [get, set] |
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virtual bool | FeedbackPlaying [get] |
| whether or not this feedback is playing right now More...
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virtual bool | NormalPlayDirection [get] |
| Returns true if this feedback should play normally, or false if it should play in rewind More...
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virtual bool | ShouldPlayInThisSequenceDirection [get] |
| Returns true if this feedback should play in the current parent MMFeedbacks direction, according to its MMFeedbacksDirectionCondition setting More...
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virtual float? | FinalNormalizedTime [get] |
| Returns the t value at which to evaluate a curve at the end of this feedback's play time More...
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This feedback lets you trigger the appearance of a floating text, that will reflect the damage done to the target Health component. This requires that a MMFloatingTextSpawner be correctly setup in the scene, otherwise nothing will happen. To do so, create a new empty object, add a MMFloatingTextSpawner to it. Drag (at least) one MMFloatingText prefab into its PooledSimpleMMFloatingText slot. You'll find such prefabs already made in the MMTools/Tools/MMFloatingText/Prefabs folder, but feel free to create your own.