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.
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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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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 | 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 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 | CustomInitialization (MMF_Player 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 | 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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virtual void | CustomReset () |
| This method describes what happens when the feedback gets reset More...
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override float | FeedbackDuration [getset] |
| sets the inspector color for this feedback More...
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override bool | HasChannel [get] |
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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 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.
◆ PositionModes
the possible places where the floating text should spawn at
Enumerator |
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TargetTransform | |
FeedbackPosition | |
PlayPosition | |
◆ CustomPlayFeedback()
override void MoreMountains.Feedbacks.MMF_FloatingText.CustomPlayFeedback |
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Vector3 |
position, |
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float |
feedbacksIntensity = 1.0f |
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protectedvirtual |
◆ _playPosition
Vector3 MoreMountains.Feedbacks.MMF_FloatingText._playPosition |
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protected |
◆ _value
string MoreMountains.Feedbacks.MMF_FloatingText._value |
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protected |
◆ AnimateColorGradient
Gradient MoreMountains.Feedbacks.MMF_FloatingText.AnimateColorGradient = new Gradient() |
the gradient to apply over the lifetime of the text
◆ Direction
Vector3 MoreMountains.Feedbacks.MMF_FloatingText.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)
◆ FeedbackTypeAuthorized
bool MoreMountains.Feedbacks.MMF_FloatingText.FeedbackTypeAuthorized = true |
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static |
a static bool used to disable all feedbacks of this type at once
◆ ForceColor
bool MoreMountains.Feedbacks.MMF_FloatingText.ForceColor = false |
whether or not to force a color on the new text, if not, the default colors of the spawner will be used
◆ ForceLifetime
bool MoreMountains.Feedbacks.MMF_FloatingText.ForceLifetime = false |
whether or not to force a lifetime on the new text, if not, the default colors of the spawner will be used
◆ Intensity
float MoreMountains.Feedbacks.MMF_FloatingText.Intensity = 1f |
the Intensity to spawn this text with, will act as a lifetime/movement/scale multiplier based on the spawner's settings
◆ Lifetime
float MoreMountains.Feedbacks.MMF_FloatingText.Lifetime = 0.5f |
the forced lifetime for the spawned text
◆ PositionMode
where to spawn the new text (at the position of the feedback, or on a specified Transform)
◆ TargetTransform
Transform MoreMountains.Feedbacks.MMF_FloatingText.TargetTransform |
in transform mode, the Transform on which to spawn the new floating text
◆ UseIntensityAsValue
bool MoreMountains.Feedbacks.MMF_FloatingText.UseIntensityAsValue = false |
if this is true, the intensity passed to this feedback will be the value displayed
◆ Value
string MoreMountains.Feedbacks.MMF_FloatingText.Value = "100" |
the value to display when spawning this text
◆ FeedbackDuration
override float MoreMountains.Feedbacks.MMF_FloatingText.FeedbackDuration |
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getset |
sets the inspector color for this feedback
the duration of this feedback is a fixed value or the lifetime
◆ HasChannel
override bool MoreMountains.Feedbacks.MMF_FloatingText.HasChannel |
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get |
The documentation for this class was generated from the following file:
- Assets/InfiniteRunnerEngine/ThirdParty/MoreMountains/MMFeedbacks/MMFeedbacksForThirdParty/MMTools/Feedbacks/MMF_FloatingText.cs