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)
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| virtual float | Duration [get] |
| | The duration of the blink is the sum of its phases' durations, plus the time it takes to repeat them all More...
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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 |
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bool |
active, |
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float |
value |
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protectedvirtual |
Applies the blink to the object based on its type
- Parameters
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◆ ApplyCurrentColor()
| virtual void MoreMountains.Feedbacks.MMBlink.ApplyCurrentColor |
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Renderer |
targetRenderer | ) |
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protectedvirtual |
◆ ApplyFloatValue()
| virtual void MoreMountains.Feedbacks.MMBlink.ApplyFloatValue |
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Renderer |
targetRenderer, |
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float |
value |
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) |
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protectedvirtual |
◆ Blink()
| virtual void MoreMountains.Feedbacks.MMBlink.Blink |
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protectedvirtual |
Blinks the object based on its computed state
◆ DetermineCurrentPhase()
| virtual void MoreMountains.Feedbacks.MMBlink.DetermineCurrentPhase |
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protectedvirtual |
Determines the current phase index based on phase durations
◆ DetermineState()
| virtual void MoreMountains.Feedbacks.MMBlink.DetermineState |
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protectedvirtual |
Determines the current phase and determines whether the object should be active or inactive
◆ GetDeltaTime()
| virtual float MoreMountains.Feedbacks.MMBlink.GetDeltaTime |
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◆ GetInitialColor()
| virtual void MoreMountains.Feedbacks.MMBlink.GetInitialColor |
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protectedvirtual |
◆ GetInitialFloatValue()
| virtual void MoreMountains.Feedbacks.MMBlink.GetInitialFloatValue |
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protectedvirtual |
◆ GetTime()
| virtual float MoreMountains.Feedbacks.MMBlink.GetTime |
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◆ InitializeBlinkProperties()
| virtual void MoreMountains.Feedbacks.MMBlink.InitializeBlinkProperties |
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protectedvirtual |
Resets counters and grabs properties and initial colors
◆ OnDisable()
| void MoreMountains.Feedbacks.MMBlink.OnDisable |
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protected |
◆ OnEnable()
| virtual void MoreMountains.Feedbacks.MMBlink.OnEnable |
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protectedvirtual |
On enable, initializes blink properties
◆ ResetBlinkProperties()
| virtual void MoreMountains.Feedbacks.MMBlink.ResetBlinkProperties |
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protectedvirtual |
Resets blinking properties to original values
◆ StartBlinking()
| virtual void MoreMountains.Feedbacks.MMBlink.StartBlinking |
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virtual |
Makes the object start blinking
◆ StopBlinking()
| virtual void MoreMountains.Feedbacks.MMBlink.StopBlinking |
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virtual |
Makes the object stop blinking
◆ ToggleBlinking()
| virtual void MoreMountains.Feedbacks.MMBlink.ToggleBlinking |
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virtual |
Makes the object blink if it wasn't already blinking, stops it otherwise
◆ Update()
| virtual void MoreMountains.Feedbacks.MMBlink.Update |
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protectedvirtual |
On Update, we blink if we are supposed to
◆ _currentBlinkDuration
| float MoreMountains.Feedbacks.MMBlink._currentBlinkDuration |
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protected |
◆ _currentColor
| Color MoreMountains.Feedbacks.MMBlink._currentColor |
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protected |
◆ _currentLerpDuration
| float MoreMountains.Feedbacks.MMBlink._currentLerpDuration |
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protected |
◆ _currentPhaseStartedAt
| float MoreMountains.Feedbacks.MMBlink._currentPhaseStartedAt = 0f |
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protected |
◆ _extraInitialColors
| List<Color> MoreMountains.Feedbacks.MMBlink._extraInitialColors |
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protected |
◆ _extraPropertyBlocks
| List<MaterialPropertyBlock> MoreMountains.Feedbacks.MMBlink._extraPropertyBlocks |
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protected |
◆ _initialColor
| Color MoreMountains.Feedbacks.MMBlink._initialColor |
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protected |
◆ _initialShaderFloatValue
| float MoreMountains.Feedbacks.MMBlink._initialShaderFloatValue |
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protected |
◆ _lastBlinkAt
| float MoreMountains.Feedbacks.MMBlink._lastBlinkAt = 0f |
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protected |
◆ _propertyBlock
| MaterialPropertyBlock MoreMountains.Feedbacks.MMBlink._propertyBlock |
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protected |
◆ _propertyID
| int MoreMountains.Feedbacks.MMBlink._propertyID |
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protected |
◆ _repeatCount
| int MoreMountains.Feedbacks.MMBlink._repeatCount |
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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
◆ DebugToolbar
| bool MoreMountains.Feedbacks.MMBlink.DebugToolbar |
◆ ExtraGameObjects
| List<GameObject> MoreMountains.Feedbacks.MMBlink.ExtraGameObjects |
a list of optional extra game objects to target
◆ ExtraRenderers
a list of optional extra renderers and their material index to target
◆ 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
◆ MaterialIndex
| int MoreMountains.Feedbacks.MMBlink.MaterialIndex = 0 |
the material index to target
◆ 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
◆ StateOnExit
the state to apply on exit
◆ 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
◆ 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.
◆ Duration
| virtual float MoreMountains.Feedbacks.MMBlink.Duration |
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get |
The duration of the blink is the sum of its phases' durations, plus the time it takes to repeat them all
The documentation for this class was generated from the following file:
- Assets/InfiniteRunnerEngine/ThirdParty/MoreMountains/MMFeedbacks/MMFeedbacks/Shakers/MMBlink.cs