This feedback will make the bound renderer flicker for the set duration when played (and restore its initial color when stopped)
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virtual IEnumerator | Flicker (Renderer renderer, int materialIndex, Color initialColor, Color flickerColor, float flickerSpeed, float flickerDuration) |
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virtual void | CacheRequiresSetup () |
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virtual bool | EvaluateRequiresSetup () |
| Override this method to determine if a feedback requires setup More...
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virtual void | Initialization (MMF_Player 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 | SetSequence (MMSequence newSequence) |
| Use this method to change this feedback's sequence at runtime 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 | SkipToTheEnd (Vector3 position, float feedbacksIntensity=1.0f) |
| Called when skipping to the end of MMF_Player, calls custom Skip on all feedbacks More...
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virtual void | ResetFeedback () |
| Calls this feedback's custom reset 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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virtual void | InitializeCustomAttributes () |
| Use this method to initialize any custom attributes you may have More...
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virtual void | OnValidate () |
| Triggered when a change happens in the inspector More...
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virtual void | OnDestroy () |
| Triggered when that feedback gets destroyed More...
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Renderer | BoundRenderer |
| the renderer to flicker when played More...
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Modes | Mode = Modes.Color |
| the selected mode to flicker the renderer More...
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string | PropertyName = "_Tint" |
| the name of the property to target More...
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float | FlickerDuration = 0.2f |
| the duration of the flicker when getting damage More...
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float | FlickerOctave = 0.04f |
| the frequency at which to flicker More...
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Color | FlickerColor = new Color32(255, 20, 20, 255) |
| the color we should flicker the sprite to More...
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int[] | MaterialIndexes |
| the list of material indexes we want to flicker on the target renderer. If left empty, will only target the material at index 0 More...
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bool | UseMaterialPropertyBlocks = false |
| if this is true, this component will use material property blocks instead of working on an instance of the material. More...
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bool | Active = true |
| whether or not this feedback is active More...
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int | UniqueID |
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string | Label = "MMFeedback" |
| the name of this feedback to display in the inspector More...
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int | Channel = 0 |
| the ID of the channel on which this feedback will communicate 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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Color | DisplayColor = Color.black |
| use this color to customize the background color of the feedback in the MMF_Player's list More...
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MMFeedbackTiming | Timing |
| a number of timing-related values (delay, repeat, etc) More...
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MMF_Player | Owner |
| the Owner of the feedback, as defined when calling the Initialization method More...
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bool | DebugActive = false |
| whether or not this feedback is in debug mode More...
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override void | CustomInitialization (MMF_Player owner) |
| On init we grab our initial color and components More...
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override void | CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f) |
| On play we make our renderer flicker More...
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override void | CustomReset () |
| On reset we make our renderer stop flickering More...
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virtual void | SetColor (int materialIndex, Color color) |
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override void | CustomStopFeedback (Vector3 position, float feedbacksIntensity=1) |
| Stops this feedback More...
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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 | ApplyTimeMultiplier (float duration) |
| Applies the host MMFeedbacks' time multiplier to this feedback 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 void | CustomSkipToTheEnd (Vector3 position, float feedbacksIntensity=1.0f) |
| This method describes what happens when the feedback gets skipped to the end More...
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override float | FeedbackDuration [getset] |
| the duration of this feedback is the duration of the flicker 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 [getset] |
| 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 [getset] |
| 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 | HasChannel [get] |
| if this is true, the Channel property will be displayed, otherwise it'll be hidden
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virtual bool | HasCustomInspectors [get] |
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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 [getset] |
| if this is true, this feedback is currently playing More...
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virtual float | FeedbackTime [get] |
| the time (or unscaled time) based on the selected Timing settings More...
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virtual float | FeedbackDeltaTime [get] |
| the delta time (or unscaled delta time) based on the selected Timing settings More...
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virtual float | TotalDuration [get] |
| The total duration of this feedback : total = initial delay + duration * (number of repeats + delay between repeats)
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bool | RequiresSetup [get] |
| A flag used to determine if a feedback has all it needs, or if it requires some extra setup. This flag will be used to display a warning icon in the inspector if the feedback is not ready to be played. More...
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string | RequiredTarget [get] |
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virtual bool | DrawGroupInspectors [get] |
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virtual string | RequiresSetupText [get] |
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virtual string | RequiredTargetText [get] |
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virtual float? | FeedbackStartedAt [get] |
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virtual float | FeedbackDuration [getset] |
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virtual bool | FeedbackPlaying [get] |
| whether or not this feedback is playing right now 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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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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This feedback will make the bound renderer flicker for the set duration when played (and restore its initial color when stopped)