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bool | LoopAtLastPause = true |
| if this is true, this feedback, when met, will cause the MMFeedbacks to reposition its 'head' to the first pause found above it (going from this feedback to the top), or to the start if none is found More...
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bool | LoopAtLastLoopStart = true |
| if this is true, this feedback, when met, will cause the MMFeedbacks to reposition its 'head' to the first LoopStart feedback found above it (going from this feedback to the top), or to the start if none is found More...
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bool | InfiniteLoop = false |
| if this is true, the looper will loop forever More...
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int | NumberOfLoops = 2 |
| how many times this loop should run More...
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int | NumberOfLoopsLeft = 1 |
| the amount of loops left (updated at runtime) More...
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bool | InInfiniteLoop = false |
| whether we are in an infinite loop at this time or not More...
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float | PauseDuration = 1f |
| the duration of the pause, in seconds More...
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bool | RandomizePauseDuration = false |
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float | MinPauseDuration = 1f |
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float | MaxPauseDuration = 3f |
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bool | RandomizeOnEachPlay = true |
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bool | ScriptDriven = false |
| if this is true, you'll need to call the Resume() method on the host MMFeedbacks for this pause to stop, and the rest of the sequence to play More...
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bool | AutoResume = false |
| if this is true, a script driven pause will resume after its AutoResumeAfter delay, whether it has been manually resumed or not More...
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float | AutoResumeAfter = 0.25f |
| the duration after which to auto resume, regardless of manual resume calls beforehand 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 initialize our number of loops left More...
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override void | CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f) |
| On play we decrease our counter and play our pause More...
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override void | CustomStopFeedback (Vector3 position, float feedbacksIntensity=1) |
| On custom stop, we exit our infinite loop More...
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override void | CustomReset () |
| On reset we reset our amount of loops left More...
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virtual IEnumerator | PauseWait () |
| An IEnumerator used to wait for the duration of the pause, on scaled or unscaled time More...
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override void | CustomInitialization (MMF_Player owner) |
| On init we cache our wait for seconds More...
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override void | CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f) |
| On play we trigger our pause More...
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virtual IEnumerator | PlayPause () |
| Pause coroutine 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 bool | LooperPause [get] |
| sets the color of this feedback in the inspector More...
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override float | FeedbackDuration [getset] |
| the duration of this feedback is the duration of the pause More...
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override IEnumerator | Pause [get] |
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override float | FeedbackDuration [getset] |
| the duration of this feedback is the duration of the pause 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
More...
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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)
More...
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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 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.