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...
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)
◆ Methods
the possible methods to blink an object
Enumerator |
---|
SetGameObjectActive | |
MaterialAlpha | |
MaterialEmissionIntensity | |
ShaderFloatValue | |
◆ States
the possible states of the blinking object
◆ ApplyBlink()
virtual void MoreMountains.Feedbacks.MMBlink.ApplyBlink |
( |
bool |
active, |
|
|
float |
value |
|
) |
| |
|
protectedvirtual |
◆ Blink()
virtual void MoreMountains.Feedbacks.MMBlink.Blink |
( |
| ) |
|
|
protectedvirtual |
Blinks the object based on its computed state
◆ DetermineCurrentPhase()
virtual void MoreMountains.Feedbacks.MMBlink.DetermineCurrentPhase |
( |
| ) |
|
|
protectedvirtual |
Determines the current phase index based on phase durations
◆ DetermineState()
virtual void MoreMountains.Feedbacks.MMBlink.DetermineState |
( |
| ) |
|
|
protectedvirtual |
Determines the current phase and determines whether the object should be active or inactive
◆ GetDeltaTime()
virtual float MoreMountains.Feedbacks.MMBlink.GetDeltaTime |
( |
| ) |
|
|
virtual |
◆ GetTime()
virtual float MoreMountains.Feedbacks.MMBlink.GetTime |
( |
| ) |
|
|
virtual |
◆ InitializeBlinkProperties()
virtual void MoreMountains.Feedbacks.MMBlink.InitializeBlinkProperties |
( |
| ) |
|
|
protectedvirtual |
Resets counters and grabs properties and initial colors
◆ OnEnable()
virtual void MoreMountains.Feedbacks.MMBlink.OnEnable |
( |
| ) |
|
|
protectedvirtual |
On enable, initializes blink properties
◆ ResetBlinkProperties()
virtual void MoreMountains.Feedbacks.MMBlink.ResetBlinkProperties |
( |
| ) |
|
|
protectedvirtual |
Resets blinking properties to original values
◆ StartBlinking()
virtual void MoreMountains.Feedbacks.MMBlink.StartBlinking |
( |
| ) |
|
|
virtual |
Makes the object start blinking
◆ StopBlinking()
virtual void MoreMountains.Feedbacks.MMBlink.StopBlinking |
( |
| ) |
|
|
virtual |
Makes the object stop blinking
◆ ToggleBlinking()
virtual void MoreMountains.Feedbacks.MMBlink.ToggleBlinking |
( |
| ) |
|
|
virtual |
Makes the object blink if it wasn't already blinking, stops it otherwise
◆ Update()
virtual void MoreMountains.Feedbacks.MMBlink.Update |
( |
| ) |
|
|
protectedvirtual |
On Update, we blink if we are supposed to
◆ _currentBlinkDuration
float MoreMountains.Feedbacks.MMBlink._currentBlinkDuration |
|
protected |
◆ _currentColor
Color MoreMountains.Feedbacks.MMBlink._currentColor |
|
protected |
◆ _currentLerpDuration
float MoreMountains.Feedbacks.MMBlink._currentLerpDuration |
|
protected |
◆ _currentPhaseStartedAt
float MoreMountains.Feedbacks.MMBlink._currentPhaseStartedAt = 0f |
|
protected |
◆ _initialColor
Color MoreMountains.Feedbacks.MMBlink._initialColor |
|
protected |
◆ _initialShaderFloatValue
float MoreMountains.Feedbacks.MMBlink._initialShaderFloatValue |
|
protected |
◆ _lastBlinkAt
float MoreMountains.Feedbacks.MMBlink._lastBlinkAt = 0f |
|
protected |
◆ _propertyBlock
MaterialPropertyBlock MoreMountains.Feedbacks.MMBlink._propertyBlock |
|
protected |
◆ _propertyID
int MoreMountains.Feedbacks.MMBlink._propertyID |
|
protected |
◆ _repeatCount
int MoreMountains.Feedbacks.MMBlink._repeatCount |
|
protected |
◆ Active
bool MoreMountains.Feedbacks.MMBlink.Active = false |
is the blinking object in an active state right now?
◆ Blinking
bool MoreMountains.Feedbacks.MMBlink.Blinking = true |
whether the object should blink or not
◆ CurrentPhaseIndex
int MoreMountains.Feedbacks.MMBlink.CurrentPhaseIndex = 0 |
the index of the phase we're currently in
◆ Curve
AnimationCurve MoreMountains.Feedbacks.MMBlink.Curve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1.05f), new Keyframe(1, 0)) |
the curve to apply to the lerping
◆ ForceStateOnExit
bool MoreMountains.Feedbacks.MMBlink.ForceStateOnExit = false |
whether or not to force a certain state on exit
◆ LerpValue
bool MoreMountains.Feedbacks.MMBlink.LerpValue = true |
whether to lerp these values or not
◆ Method
the selected method to blink the target object
◆ OffValue
float MoreMountains.Feedbacks.MMBlink.OffValue = 0f |
the value to apply when blinking is off
◆ OnValue
float MoreMountains.Feedbacks.MMBlink.OnValue = 1f |
the value to apply when blinking is on
◆ Phases
List<BlinkPhase> MoreMountains.Feedbacks.MMBlink.Phases |
The list of phases to apply blinking with.
◆ RepeatCount
int MoreMountains.Feedbacks.MMBlink.RepeatCount = 0 |
how many times the sequence should repeat (-1 : infinite)
◆ ShaderPropertyName
string MoreMountains.Feedbacks.MMBlink.ShaderPropertyName = "_Color" |
the shader property to alter a float on
◆ StartBlinkingButton
bool MoreMountains.Feedbacks.MMBlink.StartBlinkingButton |
◆ StateOnExit
the state to apply on exit
◆ StopBlinkingButton
bool MoreMountains.Feedbacks.MMBlink.StopBlinkingButton |
◆ TargetGameObject
GameObject MoreMountains.Feedbacks.MMBlink.TargetGameObject |
the object to set active/inactive if that method was chosen
◆ TargetRenderer
Renderer MoreMountains.Feedbacks.MMBlink.TargetRenderer |
the target renderer to work with
◆ TimescaleMode
whether or not this MMBlink should operate on unscaled time
◆ ToggleBlinkingButton
bool MoreMountains.Feedbacks.MMBlink.ToggleBlinkingButton |
◆ UseMaterialPropertyBlocks
bool MoreMountains.Feedbacks.MMBlink.UseMaterialPropertyBlocks = false |
if this is true, this component will use material property blocks instead of working on an instance of the material.
The documentation for this class was generated from the following file:
- Assets/InfiniteRunnerEngine/ThirdParty/MoreMountains/MMFeedbacks/MMFeedbacks/Shakers/MMBlink.cs