TopDown Engine  v4.2
MoreMountains.Feedbacks Namespace Reference

Classes

class  BlinkPhase
 Describes a blink phase, defined by a duration for the phase, and the time it should remain inactive and active, sequentially For the duration of the phase, the object will be off for OffDuration, then on for OnDuration, then off again for OffDuration, etc If you want a grenade to blink briefly every .2 seconds, for 1 second, these parameters are what you're after : PhaseDuration = 1f; OffDuration = 0.2f; OnDuration = 0.1f; More...
 
class  BlinkTargetRenderer
 
class  DemoBall
 A class handling the lifecycle of the balls included in the MMFeedbacks demo It waits for 2 seconds after the spawn of the ball, and destroys it, playing a MMFeedbacks while it does so More...
 
class  DemoGhost
 A class used on the MMFeedback's demo ghost More...
 
class  DemoPackageTester
 This class, meant to be used in MMFeedbacks demos, will check for requirements, and output an error message if necessary. More...
 
class  FeedbackHelpAttribute
 Atttribute used to mark feedback class. The contents allow you to specify a help text for each feedback More...
 
class  FeedbackListOutputer
 This class is used to automatically install optional dependencies used in MMFeedbacks
 
class  FeedbackPathAttribute
 Atttribute used to mark feedback class. The provided path is used to sort the feedback list displayed in the feedback manager dropdown More...
 
struct  InternalWiggleProperties
 A struct used to store internal wiggle properties More...
 
struct  MMAudioFilterDistortionShakeEvent
 An event used to trigger vignette shakes More...
 
class  MMAudioFilterDistortionShaker
 Add this to an audio distortion filter to shake its values remapped along a curve More...
 
struct  MMAudioFilterEchoShakeEvent
 An event used to trigger vignette shakes More...
 
class  MMAudioFilterEchoShaker
 Add this to an audio echo filter to shake its values remapped along a curve More...
 
struct  MMAudioFilterHighPassShakeEvent
 An event used to trigger vignette shakes More...
 
class  MMAudioFilterHighPassShaker
 Add this to an audio high pass filter to shake its values remapped along a curve More...
 
struct  MMAudioFilterLowPassShakeEvent
 An event used to trigger vignette shakes More...
 
class  MMAudioFilterLowPassShaker
 Add this to an audio distortion low pass to shake its values remapped along a curve More...
 
struct  MMAudioFilterReverbShakeEvent
 An event used to trigger vignette shakes More...
 
class  MMAudioFilterReverbShaker
 Add this to an audio reverb filter to shake its values remapped along a curve More...
 
struct  MMAudioSourcePitchShakeEvent
 An event used to trigger vignette shakes More...
 
class  MMAudioSourcePitchShaker
 Add this to an AudioSource to shake its pitch remapped along a curve More...
 
class  MMAudioSourceSequencer
 A MMSequencer with ready made slots to play AudioSources More...
 
struct  MMAudioSourceStereoPanShakeEvent
 An event used to trigger vignette shakes More...
 
class  MMAudioSourceStereoPanShaker
 Add this to an AudioSource to shake its stereo pan values remapped along a curve More...
 
struct  MMAudioSourceVolumeShakeEvent
 An event used to trigger vignette shakes More...
 
class  MMAudioSourceVolumeShaker
 Add this to an AudioSource to shake its volume remapped along a curve More...
 
class  MMBlink
 Add this class to a GameObject to make it blink, either by enabling/disabling a gameobject, changing its alpha, emission intensity, or a value on a shader) More...
 
struct  MMCameraClippingPlanesShakeEvent
 An event used to trigger vignette shakes More...
 
class  MMCameraClippingPlanesShaker
 Add this to a camera and it'll let you control its near and far clipping planes More...
 
struct  MMCameraFieldOfViewShakeEvent
 An event used to trigger vignette shakes More...
 
class  MMCameraFieldOfViewShaker
 Add this to a camera and it'll let you control its field of view over time, can be piloted by a MMFeedbackCameraFieldOfView More...
 
struct  MMCameraOrthographicSizeShakeEvent
 An event used to trigger vignette shakes More...
 
class  MMCameraOrthographicSizeShaker
 Add this to a camera and it'll let you control its orthographic size over time, can be piloted by a MMFeedbackCameraOrthographicSize More...
 
struct  MMCameraShakeEvent
 
struct  MMCameraShakeProperties
 Camera shake properties More...
 
class  MMCameraShaker
 A class to add to your camera. It'll listen to MMCameraShakeEvents and will shake your camera accordingly More...
 
class  MMCameraShakerRotation
 A variant of the Camera Shaker that acts on the rotation instead of the position. Careful, can cause vertigo to some users. More...
 
struct  MMCameraShakeStopEvent
 
struct  MMCameraZoomEvent
 
class  MMChannel
 A scriptable object you can create assets from, to identify Channels, used mostly (but not only) in feedbacks and shakers, to determine a channel of communication, usually between emitters and receivers More...
 
class  MMChannelData
 A data structure used to pass channel information More...
 
class  MMChannelDataExtensions
 Extensions class for MMChannelData
 
class  MMF_Animation
 A feedback used to trigger an animation (bool, int, float or trigger) on the associated animator, with or without randomness More...
 
class  MMF_AnimationCrossfade
 A feedback used to trigger an animation (bool, int, float or trigger) on the associated animator, with or without randomness More...
 
class  MMF_AnimatorSpeed
 This feedback will let you change the speed of a target animator, either once, or instantly and then reset it, or interpolate it over time More...
 
class  MMF_AudioFilterDistortion
 This feedback lets you control the distortion level of a distortion filter. You'll need a MMAudioFilterDistortionShaker on the filter. More...
 
class  MMF_AudioFilterEcho
 This feedback lets you control the wetmix level of an echo filter. You'll need a MMAudioFilterEchoShaker on your filter. More...
 
class  MMF_AudioFilterHighPass
 This feedback lets you control the cutoff frequency of a high pass filter. You'll need a MMAudioFilterHighPassShaker on your filter. More...
 
class  MMF_AudioFilterLowPass
 This feedback lets you control the cutoff frequency of a low pass filter. You'll need a MMAudioFilterLowPassShaker on your filter. More...
 
class  MMF_AudioFilterReverb
 This feedback lets you control the reverb level of a reverb filter. You'll need a MMAudioFilterReverbShaker on your filter. More...
 
class  MMF_AudioMixerSnapshotTransition
 This feedback will let you transition to a target AudioMixer Snapshot over a specified time More...
 
class  MMF_AudioSource
 
class  MMF_AudioSourcePitch
 This feedback lets you control the pitch of an AudioSource over time More...
 
class  MMF_AudioSourceStereoPan
 This feedback lets you control the stereo pan of a target AudioSource over time. More...
 
class  MMF_AudioSourceVolume
 This feedback lets you control the volume of a target AudioSource over time. More...
 
class  MMF_Blink
 This feedback will trigger a MMBlink object, letting you blink something More...
 
class  MMF_Broadcast
 This feedback lets you broadcast a float value to the MMRadio system More...
 
class  MMF_BroadcastProxy
 This component will be automatically added by the MMF_Broadcast feedback More...
 
class  MMF_Button
 
class  MMF_CameraClippingPlanes
 This feedback lets you control a camera's clipping planes over time. You'll need a MMCameraClippingPlanesShaker on your camera. More...
 
class  MMF_CameraFieldOfView
 This feedback lets you control a camera's field of view over time. You'll need a MMCameraFieldOfViewShaker on your camera. More...
 
class  MMF_CameraOrthographicSize
 This feedback lets you control a camera's orthographic size over time. You'll need a MMCameraOrthographicSizeShaker on your camera. More...
 
class  MMF_CameraShake
 This feedback will send a shake event when played More...
 
class  MMF_CameraZoom
 A feedback that will allow you to change the zoom of a (3D) camera when played More...
 
class  MMF_CanvasGroup
 This feedback lets you control the opacity of a canvas group over time More...
 
class  MMF_CanvasGroupBlocksRaycasts
 This feedback will let you turn the BlocksRaycast parameter of a target CanvasGroup on or off on play More...
 
class  MMF_Collider
 This feedback will let you enable/disable/toggle a target collider, or change its trigger status More...
 
class  MMF_Collider2D
 This feedback will let you enable/disable/toggle a target collider 2D, or change its trigger status More...
 
class  MMF_DebugComment
 This feedback doesn't do anything by default, it's just meant as a comment, you can store text in it for future reference, maybe to remember how you setup a particular MMFeedbacks. Optionally it can also output that comment to the console on Play. More...
 
class  MMF_DebugLBreak
 This feedback will force a break, pausing the editor More...
 
class  MMF_DebugLog
 This feedback will let you output a message to the console, using a custom MM debug method, or Log, Assertion, Error or Warning logs. More...
 
class  MMF_DestinationTransform
 This feedback will let you animate the position/rotation/scale of a target transform to match the one of a destination transform. More...
 
class  MMF_Destroy
 This feedback allows you to destroy a target gameobject, either via Destroy, DestroyImmediate, or SetActive:False More...
 
class  MMF_Enable
 Turns an object active or inactive at the various stages of the feedback More...
 
class  MMF_Events
 A feedback to bind Unity events to and trigger them when played More...
 
class  MMF_Feedback
 
class  MMF_FeedbackBase
 
class  MMF_FeedbackBaseTarget
 
class  MMF_FeedbackPropertyDrawerUITK
 
class  MMF_Feedbacks
 This feedback allows you to trigger a target MMFeedbacks, or any MMFeedbacks on the specified Channel within a certain range. You'll need an MMFeedbacksShaker on them. More...
 
class  MMF_FieldInfo
 
class  MMF_Flicker
 This feedback will make the bound renderer flicker for the set duration when played (and restore its initial color when stopped) More...
 
class  MMF_FloatController
 This feedback will trigger a one time play on a target FloatController More...
 
class  MMF_FloatingText
 This feedback will request the spawn of a floating text, usually to signify damage, but not necessarily 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. Using that feedback will always spawn the same text. While this may be what you want, if you're using the Corgi Engine or TopDown Engine, you'll find dedicated versions directly hooked to the Health component, letting you display damage taken. More...
 
class  MMF_Fog
 This feedback will let you animate the density, color, end and start distance of your scene's fog More...
 
class  MMF_FreezeFrame
 This feedback will trigger a freeze frame event when played, pausing the game for the specified duration (usually short, but not necessarily) More...
 
class  MMF_HoldingPause
 this feedback will "hold", or wait, until all previous feedbacks have been executed, and will then pause the execution of your MMFeedbacks sequence, for the specified duration More...
 
class  MMF_InstantiateObject
 This feedback will instantiate the associated object (usually a VFX, but not necessarily), optionnally creating an object pool of them for performance More...
 
class  MMF_Light
 This feedback will let you control the color and intensity of a Light when played More...
 
class  MMF_LineRenderer
 This feedback will let you change the width and color of a target line renderer over time More...
 
class  MMF_LoadScene
 This feedback will request the load of a new scene, using the method of your choice More...
 
class  MMF_LookAt
 This feedback will let you animate the rotation of a transform to look at a target over time. You can also use it to broadcast a MMLookAtShake event, that MMLookAtShakers on the right channel will be able to listen for and act upon More...
 
class  MMF_Looper
 This feedback will move the current "head" of an MMFeedbacks sequence back to another feedback above in the list. What feedback the head lands on depends on your settings : you can decide to have it loop at last pause, or at the last LoopStart feedback in the list (or both). Furthermore, you can decide to have it loop multiple times and cause a pause when met. More...
 
class  MMF_LooperStart
 This feedback can act as a pause but also as a start point for your loops. Add a FeedbackLooper below this (and after a few feedbacks) and your MMFeedbacks will loop between both More...
 
class  MMF_Material
 
class  MMF_MaterialSetProperty
 This feedback will let you set a property on the target renderer's material More...
 
class  MMF_MMGameEvent
 This feedback will trigger a MMGameEvent of the specified name when played More...
 
class  MMF_MMSoundManagerAllSoundsControl
 A feedback used to control all sounds playing on the MMSoundManager at once. It'll let you pause, play, stop and free (stop and returns the audiosource to the pool) sounds. You will need a MMSoundManager in your scene for this to work. More...
 
class  MMF_MMSoundManagerSaveLoad
 This feedback will let you trigger save, load, and reset on MMSoundManager settings. You will need a MMSoundManager in your scene for this to work. More...
 
class  MMF_MMSoundManagerSound
 This feedback will let you play a sound via the MMSoundManager. You will need a game object in your scene with a MMSoundManager object on it for this to work. More...
 
class  MMF_MMSoundManagerSoundControl
 This feedback will let you control a specific sound (or sounds), targeted by SoundID, which has to match the SoundID of the sound you intially played. You will need a MMSoundManager in your scene for this to work. More...
 
class  MMF_MMSoundManagerSoundData
 A scriptable object used to store data for MMSoundManager play More...
 
class  MMF_MMSoundManagerSoundFade
 This feedback lets you trigger fades on a specific sound via the MMSoundManager. You will need a MMSoundManager in your scene for this to work. More...
 
class  MMF_MMSoundManagerTrackControl
 This feedback will let you control all sounds playing on a specific track (master, UI, music, sfx), and play, pause, mute, unmute, resume, stop, free them all at once. You will need a MMSoundManager in your scene for this to work. More...
 
class  MMF_MMSoundManagerTrackFade
 This feedback will let you fade all the sounds on a specific track at once. You will need a MMSoundManager in your scene for this to work. More...
 
class  MMF_Particles
 This feedback will play the associated particles system on play, and stop it on stop More...
 
class  MMF_ParticlesInstantiation
 This feedback will instantiate a particle system and play/stop it when playing/stopping the feedback More...
 
class  MMF_Pause
 This feedback will cause a pause when met, preventing any other feedback lower in the sequence to run until it's complete. More...
 
class  MMF_Player
 
class  MMF_PlayerChain
 This feedback allows you to chain any number of target MMF Players and play them in sequence, with optional delays before and after More...
 
class  MMF_PlayerConfiguration
 An asset to store copy information, as well as global feedback settings. It requires that one (and only one) MMFeedbacksConfiguration asset be created and stored in a Resources folder. That's already done when installing MMFeedbacks. More...
 
class  MMF_PlayerControl
 This feedback allows you to control one or more target MMF Players More...
 
class  MMF_PlayerCopy
 A helper class to copy and paste feedback properties
 
class  MMF_PlayerDebugInput
 Add this debug component to a MMF Player, and you'll be able to play it at runtime at the press of a (customisable) key, useful when tweaking or debugging your feedbacks More...
 
class  MMF_PlayerEditorUITK
 
class  MMF_PlayerEnabler
 A helper class added automatically by MMFeedbacks if they're in AutoPlayOnEnable mode This lets them play again should their parent game object be disabled/enabled More...
 
class  MMF_Playlist
 This feedback will let you pilot a MMPlaylist More...
 
class  MMF_Position
 this feedback will let you animate the position of More...
 
class  MMF_PositionShake
 This feedback lets you emit a PositionShake event. This will be caught by MMPositionShakers (on the specified channel). Position shakers, as the name suggests, are used to shake the position of a transform, along a direction, with optional noise and other fine control options. More...
 
class  MMF_PositionSpring
 This feedback will let you animate the position of the target object over time, with a spring effect More...
 
class  MMF_PPMovingFilter
 This feedback will trigger a post processing moving filter event, meant to be caught by a MMPostProcessingMovableFilter object More...
 
class  MMF_Property
 This feedback will let you target (almost) any property, on any object in your scene. It also works on scriptable objects. Drag an object, select a property, and setup your feedback " + to update that property over time More...
 
class  MMF_RadioSignal
 This feedback will let you trigger a play on a target MMRadioSignal (usually used by a MMRadioBroadcaster to emit a value that can then be listened to by MMRadioReceivers. From this feedback you can also specify a duration, timescale and multiplier. More...
 
class  MMF_RectTransformAnchor
 This feedback lets you control the min and max anchors of a RectTransform over time. That's the normalized position in the parent RectTransform that the lower left and upper right corners are anchored to. More...
 
class  MMF_RectTransformOffset
 This feedback lets you control the offset of the lower left corner of the rectangle relative to the lower left anchor, and the offset of the upper right corner of the rectangle relative to the upper right anchor. More...
 
class  MMF_RectTransformPivot
 This feedback lets you control the position of a RectTransform's pivot over time More...
 
class  MMF_RectTransformSizeDelta
 This feedback lets you control the size delta property (the size of this RectTransform relative to the distances between the anchors) of a RectTransform, over time More...
 
class  MMF_ReferenceHolder
 This feedback allows you to hold a reference, that can then be used by other feedbacks to automatically set their target. It doesn't do anything when played. More...
 
class  MMF_Rigidbody
 this feedback will let you apply forces and torques (relative or not) to a Rigidbody More...
 
class  MMF_Rigidbody2D
 this feedback will let you apply forces and torques (relative or not) to a Rigidbody More...
 
class  MMF_RotatePositionAround
 This feedback will animate the target's position (not its rotation), on an arc around the specified rotation center, for the specified duration (in seconds). More...
 
class  MMF_Rotation
 This feedback animates the rotation of the specified object when played More...
 
class  MMF_RotationShake
 This feedback lets you emit a RotationShake event. This will be caught by MMRotationShakers (on the specified channel). Rotation shakers, as the name suggests, are used to shake the rotation of a transform, along a direction, with optional noise and other fine control options. More...
 
class  MMF_RotationSpring
 This feedback will let you animate the rotation of the target object over time, with a spring effect More...
 
class  MMF_Scale
 This feedback will animate the scale of the target object over time when played More...
 
class  MMF_ScaleShake
 This feedback lets you emit a ScaleShake event. This will be caught by MMScaleShakers (on the specified channel). Scale shakers, as the name suggests, are used to shake the scale of a transform, along a direction, with optional noise and other fine control options. More...
 
class  MMF_ScaleSpring
 This feedback will let you animate the scale of the target object over time, with a spring effect More...
 
class  MMF_SetActive
 Turns an object active or inactive at the various stages of the feedback More...
 
class  MMF_SetParent
 A feedback used to change the parent of a transform More...
 
class  MMF_ShaderGlobal
 Turns an object active or inactive at the various stages of the feedback More...
 
class  MMF_Skybox
 This feedback will let you change the scene's skybox on play, replacing it with another one, either a specific one, or one picked at random among multiple skyboxes. More...
 
class  MMF_Sound
 
class  MMF_SpringColor
 A feedback used to pilot color springs More...
 
class  MMF_SpringFloat
 A feedback used to pilot float springs More...
 
class  MMF_SpringVector2
 A feedback used to pilot Vector2 springs More...
 
class  MMF_SpringVector3
 A feedback used to pilot Vector3 springs More...
 
class  MMF_SpringVector4
 A feedback used to pilot Vector4 springs More...
 
class  MMF_SpriteRenderer
 This feedback will let you change the color of a target sprite renderer over time, and flip it on X or Y. You can also use it to command one or many MMSpriteRendererShakers. More...
 
class  MMF_SquashAndStretch
 This feedback will let you modify the scale of an object on an axis while the other two axis (or only one) get automatically modified to conserve mass More...
 
class  MMF_SquashAndStretchSpring
 This feedback will let you animate the scale of the target object over time, with a spring + squash and stretch effect More...
 
class  MMF_TextureOffset
 This feedback will let you control the texture offset of a target material over time More...
 
class  MMF_TextureScale
 This feedback will let you control the texture scale of a target material over time More...
 
class  MMF_TimescaleModifier
 This feedback changes the timescale by sending a TimeScale event on play More...
 
class  MMF_TMPAlpha
 This feedback lets you control the alpha of a target TMP over time More...
 
class  MMF_TMPCharacterSpacing
 This feedback lets you control the character spacing of a target TMP over time More...
 
class  MMF_TMPColor
 This feedback lets you control the color of a target TMP over time More...
 
class  MMF_TMPCountTo
 This feedback will let you update a TMP text value over time, with a value going from A to B over time, on a curve More...
 
class  MMF_TMPCountToLong
 This feedback will let you update a TMP text value over time, with a long value going from A to B over time, on a curve More...
 
class  MMF_TMPDilate
 This feedback lets you dilate a TMP text over time More...
 
class  MMF_TMPFontSize
 This feedback lets you control the font size of a target TMP over time More...
 
class  MMF_TMPLineSpacing
 This feedback lets you control the line spacing of a target TMP over time More...
 
class  MMF_TMPOutlineColor
 This feedback lets you control the color of a target TMP's outline over time More...
 
class  MMF_TMPOutlineWidth
 This feedback lets you control the outline width of a target TMP over time More...
 
class  MMF_TMPParagraphSpacing
 This feedback lets you control the paragraph spacing of a target TMP over time More...
 
class  MMF_TMPSoftness
 This feedback lets you tweak the softness of a TMP text over time More...
 
class  MMF_TMPText
 This feedback will let you change the text of a target TMP text component More...
 
class  MMF_TMPTextReveal
 This feedback will let you reveal words, lines, or characters in a target TMP, one at a time More...
 
class  MMF_TMPWordSpacing
 This feedback lets you control the word spacing of a target TMP over time More...
 
class  MMF_TrailRenderer
 This feedback will let you control the length, width and color of a target TrailRenderer over time More...
 
class  MMF_UnloadScene
 This feedback lets you unload a scene by name or build index More...
 
class  MMF_VideoPlayer
 This feedback lets you control video players in all sorts of ways (Play, Pause, Toggle, Stop, Prepare, StepForward, StepBackward, SetPlaybackSpeed, SetDirectAudioVolume, SetDirectAudioMute, GoToFrame, ToggleLoop) More...
 
class  MMF_Wiggle
 When played, this feedback will activate the Wiggle method of a MMWiggle object based on the selected settings, wiggling either its position, rotation, scale, or all of these. More...
 
class  MMFConditionAttribute
 
class  MMFConditionAttributeDrawer
 
class  MMFDependencyInstaller
 This class is used to automatically install optional dependencies used in MMFeedbacks
 
class  MMFeedback
 A base class, meant to be extended, defining a Feedback. A Feedback is an action triggered by a MMFeedbacks, usually in reaction to the player's input or actions, to help communicate both emotion and legibility, improving game feel. To create a new feedback, extend this class and override its Custom methods, declared at the end of this class. You can look at the many examples for reference. More...
 
class  MMFeedbackBase
 
class  MMFeedbackBaseTarget
 
class  MMFeedbacks
 A collection of MMFeedback, meant to be played altogether. This class provides a custom inspector to add and customize feedbacks, and public methods to trigger them, stop them, etc. You can either use it on its own, or bind it from another class and trigger it from there. More...
 
class  MMFeedbacksAuthorizations
 Add this class to an empty object in your scene and it will prevent any unchecked feedback in its inspector from playing More...
 
class  MMFeedbacksColors
 Color helpers
 
class  MMFeedbacksConfiguration
 An asset to store copy information, as well as global feedback settings. It requires that one (and only one) MMFeedbacksConfiguration asset be created and stored in a Resources folder. That's already done when installing MMFeedbacks. More...
 
class  MMFeedbacksCoroutine
 Coroutine helpers
 
class  MMFeedbacksEnabler
 A helper class added automatically by MMFeedbacks if they're in AutoPlayOnEnable mode This lets them play again should their parent game object be disabled/enabled More...
 
struct  MMFeedbacksEvent
 Events triggered by a MMFeedbacks when playing a series of feedbacks More...
 
class  MMFeedbacksEvents
 A subclass of MMFeedbacks, contains UnityEvents that can be played, More...
 
class  MMFeedbacksHelpers
 
class  MMFeedbacksInspectorColors
 
class  MMFeedbacksSequencer
 A MMSequencer with ready made slots to play MMFeedbacks More...
 
struct  MMFeedbacksShakeEvent
 
class  MMFeedbacksShaker
 
class  MMFeedbackStaticMethods
 
class  MMFeedbackStyling
 A class used to regroup most of the styling options for the MMFeedback editors
 
class  MMFeedbackTargetAcquisition
 A class collecting target acquisition settings More...
 
class  MMFeedbackTiming
 A class collecting delay, cooldown and repeat values, to be used to define the behaviour of each MMFeedback More...
 
class  MMFEnumConditionAttribute
 
class  MMFEnumConditionAttributeDrawer
 
class  MMFHiddenAttribute
 
class  MMFHiddenAttributeDrawer
 
class  MMFHiddenPropertiesAttribute
 
class  MMFInformationAttribute
 
class  MMFInformationAttributeDrawer
 This class allows the display of a message box (warning, info, error...) next to a property (before or after) More...
 
class  MMFInspectorButtonAttribute
 
class  MMFInspectorDrawData
 
class  MMFInspectorGroupAttribute
 An attribute used to group inspector fields under common dropdowns Implementation inspired by Rodrigo Prinheiro's work, available at https://github.com/RodrigoPrinheiro/unityFoldoutAttribute More...
 
class  MMFInspectorGroupData
 
class  MMFloatingText
 A class used to handle the movement and behaviour of floating texts, usually used to display damage text. This is designed to be spawned by a MMFloatingTextSpawner, not used on its own. It also requires a specific hierarchy. You'll find examples of it in the MMTools/Tools/MMFloatingText/Prefabs folder More...
 
class  MMFloatingTextMeshPro
 A floating text variant using TextMeshPro instead of regular TextMesh More...
 
class  MMFloatingTextSpawner
 This class will let you pool, recycle and spawn floating texts, usually to show damage info. It requires as input a MMFloatingText object. More...
 
struct  MMFloatingTextSpawnEvent
 An event used (usually by feedbacks) to trigger the spawn of a new floating text More...
 
class  MMFReadOnlyAttribute
 
class  MMFReadOnlyAttributeDrawer
 
struct  MMFreezeFrameEvent
 
class  MMFVectorAttribute
 
class  MMInputSequenceRecorder
 This class lets you record sequences via input presses More...
 
class  MMInputSequenceRecorderEditor
 Custom editor for sequence recorder More...
 
class  MMLight2DShaker_URP
 Add this to a light 2D to have it receive MMLightShakeEvents from feedbacks or to shake it locally More...
 
struct  MMLightShakeEvent
 
class  MMLightShaker
 Add this to a light to have it receive MMLightShakeEvents from feedbacks or to shake it locally More...
 
class  MMLookAtShaker
 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 More...
 
class  MMMiniObjectPool
 
class  MMMiniObjectPooler
 
class  MMMiniPoolableObject
 Add this class to an object that you expect to pool from an objectPooler. Note that these objects can't be destroyed by calling Destroy(), they'll just be set inactive (that's the whole point). More...
 
struct  MMPositionShakeEvent
 
class  MMPositionShaker
 This shaker will let you move the position of a transform, either once or permanently, shaking its position for the specified duration and within the specified range. You can apply that shake along a direction, randomized or not, with optional noise and attenuation More...
 
struct  MMRotationShakeEvent
 
class  MMRotationShaker
 This shaker will let you move the rotation of a transform, either once or permanently, shaking its rotation for the specified duration and within the specified range. You can apply that shake along a direction, randomized or not, with optional noise and attenuation More...
 
struct  MMScaleShakeEvent
 
class  MMScaleShaker
 This shaker will let you move the scale of a transform, either once or permanently, shaking its scale for the specified duration and within the specified range. You can apply that shake along a direction, randomized or not, with optional noise and attenuation More...
 
class  MMSequence
 This scriptable object holds "sequences", data used to record and play events in sequence MMSequences can be played by MMFeedbacks from their Timing section, by Sequencers and potentially other classes More...
 
class  MMSequenceList
 A class used to store sequence notes More...
 
class  MMSequenceNote
 A class describing the contents of a sequence note, basically a timestamp and the ID to play at that timestamp More...
 
class  MMSequencer
 This class lets you design a quantized MMSequence using a sequencer interface, and lets you play a quantized sequence, triggering events on beats if specified More...
 
class  MMSequencerEditor
 Custom editor for MMSequencer, handles recalibration and sequencer display More...
 
class  MMSequenceTrack
 A class describing the properties of a sequence's track : ID, color (for the inspector), Key (for the recorder), State (for the recorder) More...
 
struct  MMSetFeedbackRangeCenterEvent
 An event used to set the RangeCenter on all feedbacks that listen for it More...
 
class  MMShaker
 
class  MMSoundSequencer
 A MMSequencer with ready made slots to play sounds More...
 
class  MMSpringAnimatorSpeed
 
class  MMSpringAudioSourcePitch
 
class  MMSpringAudioSourceVolume
 
class  MMSpringCameraFieldOfView
 
class  MMSpringCameraOrthographicSize
 
class  MMSpringClampSettings
 
class  MMSpringColor
 
class  MMSpringColorComponent
 A spring component used to pilot color values on a target More...
 
struct  MMSpringColorEvent
 An event used to pilot a MMSpringColor component More...
 
class  MMSpringColorPropertyDrawer
 
class  MMSpringComponentBase
 An abstract class used to build spring components to pilot various properties (float, vector2, vector3, color, etc) More...
 
class  MMSpringDebug
 This class is used to display debug information in classes using the MMSpring system More...
 
class  MMSpringDebugPropertyDrawer
 
class  MMSpringDefinition
 
class  MMSpringFloat
 
class  MMSpringFloatComponent
 A spring component used to pilot float values on a target More...
 
struct  MMSpringFloatEvent
 An event used to pilot a MMSpringColor component More...
 
class  MMSpringFloatPropertyDrawer
 
class  MMSpringLightColor
 
class  MMSpringLightIntensity
 
class  MMSpringLightRange
 
class  MMSpringMMTimeScale
 
class  MMSpringPosition
 
class  MMSpringRectTransformPosition
 
class  MMSpringRectTransformSizeDelta
 
class  MMSpringRotation
 
class  MMSpringRotationAround
 
class  MMSpringScale
 
class  MMSpringSpriteColor
 
class  MMSpringSquashAndStretch
 
class  MMSpringTextureOffset
 
class  MMSpringTextureScale
 
class  MMSpringVector2
 
class  MMSpringVector2Component
 A spring component used to pilot Vector2 values on a target More...
 
struct  MMSpringVector2Event
 An event used to pilot a MMSpringVector2 component More...
 
class  MMSpringVector2PropertyDrawer
 
class  MMSpringVector3
 
class  MMSpringVector3Component
 A spring component used to pilot Vector3 values on a target More...
 
struct  MMSpringVector3Event
 An event used to pilot a MMSpringVector3 component More...
 
class  MMSpringVector3PropertyDrawer
 
class  MMSpringVector4
 A spring component used to pilot Vector4 values on a target More...
 
struct  MMSpringVector4Event
 An event used to pilot a MMSpringVector4 component More...
 
class  MMSpringVector4PropertyDrawer
 
struct  MMSpriteRendererShakeEvent
 An event used (usually from MMFeeedbackSpriteRenderer) to shake the values of a SpriteRenderer More...
 
class  MMSpriteRendererShaker
 Add this to a SpriteRenderer to have it receive MMSpriteRendererShakeEvents from feedbacks or to shake it locally More...
 
class  MMTimeManager
 Put this component in your scene and it'll catch MMFreezeFrameEvents and MMTimeScaleEvents, allowing you to control the flow of time. More...
 
struct  MMTimeScaleEvent
 
class  MMWiggle
 Add this class to a GameObject to be able to control its position/rotation/scale individually and periodically, allowing it to "wiggle" (or just move however you want on a periodic basis) More...
 
class  MMWiggleEditor
 
struct  TimeScaleProperties
 The different settings you can play with on a time scale event More...
 
class  TmpAttribute
 
class  WiggleProperties
 A class to store public wiggle properties More...
 

Enumerations

enum  MMChannelModes { MMChannelModes.Int, MMChannelModes.MMChannel }
 The possible modes used to identify a channel, either via an int or a MMChannel scriptable object More...
 
enum  TimescaleModes { TimescaleModes.Scaled, TimescaleModes.Unscaled }
 the possible modes for the timescale More...
 
enum  MMSequenceTrackStates { MMSequenceTrackStates.Idle, MMSequenceTrackStates.Down, MMSequenceTrackStates.Up }
 the possible states for sequence notes More...
 
enum  MMCameraZoomModes { MMCameraZoomModes.For, MMCameraZoomModes.Set, MMCameraZoomModes.Reset }
 
enum  WiggleTypes {
  WiggleTypes.None, WiggleTypes.Random, WiggleTypes.PingPong, WiggleTypes.Noise,
  WiggleTypes.Curve
}
 the possible types of wiggle More...
 
enum  SpringCommands {
  SpringCommands.MoveTo, SpringCommands.MoveToAdditive, SpringCommands.MoveToSubtractive, SpringCommands.MoveToRandom,
  SpringCommands.MoveToInstant, SpringCommands.Bump, SpringCommands.BumpRandom, SpringCommands.Stop,
  SpringCommands.Finish, SpringCommands.RestoreInitialValue, SpringCommands.ResetInitialValue
}
 The possible commands used to pilot a spring MoveTo : move the current value of the spring to the MoveToValue specified in the event MoveToAdditive : adds the MoveToValue specified in the event to the current target value of the spring MoveToSubtractive : subtracts the MoveToValue specified in the event to the current target value of the spring MoveToRandom : moves the current value of the spring to a random value using MoveToRandomValue MoveToInstant : instantly moves the current value of the spring to the MoveToValue specified in the event Bump : bumps the spring by the BumpAmount specified in the event BumpRandom : bumps the spring by a random amount specified in the event Stop : stops the spring instantly Finish : instantly moves the spring to its final target value RestoreInitialValue : restores the spring's initial value ResetInitialValue : resets the spring's initial value to its current value More...
 
enum  MMTimeScaleMethods { MMTimeScaleMethods.For, MMTimeScaleMethods.Reset, MMTimeScaleMethods.Unfreeze }
 A list of the methods available to change the current score More...
 
enum  MMTimeScaleLerpModes { MMTimeScaleLerpModes.Speed, MMTimeScaleLerpModes.Duration, MMTimeScaleLerpModes.NoInterpolation }
 The possible modes with which to interpolate time scale. Speed is a legacy mode, the recommended mode if you want to lerp timescale would be Duration, which offers the most options and accuracy More...
 

Enumeration Type Documentation

◆ MMCameraZoomModes

Enumerator
For 
Set 
Reset 

◆ MMChannelModes

The possible modes used to identify a channel, either via an int or a MMChannel scriptable object

Enumerator
Int 
MMChannel 

◆ MMSequenceTrackStates

the possible states for sequence notes

Enumerator
Idle 
Down 
Up 

◆ MMTimeScaleLerpModes

The possible modes with which to interpolate time scale. Speed is a legacy mode, the recommended mode if you want to lerp timescale would be Duration, which offers the most options and accuracy

Enumerator
Speed 
Duration 
NoInterpolation 

◆ MMTimeScaleMethods

A list of the methods available to change the current score

Enumerator
For 
Reset 
Unfreeze 

◆ SpringCommands

The possible commands used to pilot a spring MoveTo : move the current value of the spring to the MoveToValue specified in the event MoveToAdditive : adds the MoveToValue specified in the event to the current target value of the spring MoveToSubtractive : subtracts the MoveToValue specified in the event to the current target value of the spring MoveToRandom : moves the current value of the spring to a random value using MoveToRandomValue MoveToInstant : instantly moves the current value of the spring to the MoveToValue specified in the event Bump : bumps the spring by the BumpAmount specified in the event BumpRandom : bumps the spring by a random amount specified in the event Stop : stops the spring instantly Finish : instantly moves the spring to its final target value RestoreInitialValue : restores the spring's initial value ResetInitialValue : resets the spring's initial value to its current value

Enumerator
MoveTo 
MoveToAdditive 
MoveToSubtractive 
MoveToRandom 
MoveToInstant 
Bump 
BumpRandom 
Stop 
Finish 
RestoreInitialValue 
ResetInitialValue 

◆ TimescaleModes

the possible modes for the timescale

Enumerator
Scaled 
Unscaled 

◆ WiggleTypes

the possible types of wiggle

Enumerator
None 
Random 
PingPong 
Noise 
Curve