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| virtual IEnumerator | PlayFeedbacksAfterFrames (int framesAmount) |
| | A coroutine you can start to play this player's feedbacks after X frames More...
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| virtual void | PreInitialization () |
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| override void | Initialization (bool forceInitIfPlaying=false) |
| | A public method to initialize the feedback, specifying an owner that will be used as the reference for position and hierarchy by feedbacks More...
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| override void | Initialization (GameObject owner) |
| | When calling the legacy init method that used to specify an owner, we force the MMF Player init to run More...
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| override void | PlayFeedbacks () |
| | Plays all feedbacks using the MMFeedbacks' position as reference, and no attenuation More...
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| override void | PlayFeedbacks (Vector3 position, float feedbacksIntensity=1.0f, bool forceChangeDirection=false) |
| | Plays all feedbacks, specifying a position and intensity. The position may be used by each Feedback and taken into account to spark a particle or play a sound for example. The feedbacks intensity is a factor that can be used by each Feedback to lower its intensity, usually you'll want to define that attenuation based on time or distance (using a lower intensity value for feedbacks happening further away from the Player). Additionally you can force the feedback to play in reverse, ignoring its current condition More...
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| override void | PlayFeedbacksInReverse () |
| | Plays all feedbacks using the MMFeedbacks' position as reference, and no attenuation, and in reverse (from bottom to top) More...
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| override void | PlayFeedbacksInReverse (Vector3 position, float feedbacksIntensity=1.0f, bool forceChangeDirection=false) |
| | Plays all feedbacks using the MMFeedbacks' position as reference, and no attenuation, and in reverse (from bottom to top) More...
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| override void | PlayFeedbacksOnlyIfReversed () |
| | Plays all feedbacks in the sequence, but only if this MMFeedbacks is playing in reverse order More...
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| override void | PlayFeedbacksOnlyIfReversed (Vector3 position, float feedbacksIntensity=1.0f, bool forceChangeDirection=false) |
| | Plays all feedbacks in the sequence, but only if this MMFeedbacks is playing in reverse order More...
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| override void | PlayFeedbacksOnlyIfNormalDirection () |
| | Plays all feedbacks in the sequence, but only if this MMFeedbacks is playing in normal order More...
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| override void | PlayFeedbacksOnlyIfNormalDirection (Vector3 position, float feedbacksIntensity=1.0f, bool forceChangeDirection=false) |
| | Plays all feedbacks in the sequence, but only if this MMFeedbacks is playing in normal order More...
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| override IEnumerator | PlayFeedbacksCoroutine (Vector3 position, float feedbacksIntensity=1.0f, bool forceChangeDirection=false) |
| | A public coroutine you can call externally when you want to yield in a coroutine of yours until the MMFeedbacks has stopped playing typically : yield return myFeedback.PlayFeedbacksCoroutine(this.transform.position, 1.0f, false); More...
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| virtual bool | IsAllowedToPlay (Vector3 position) |
| | Returns true if this feedback is allowed to play, false otherwise More...
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| override void | StopFeedbacks () |
| | Stops all further feedbacks from playing, as well as stopping individual feedbacks More...
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| override void | StopFeedbacks (bool stopAllFeedbacks=true) |
| | Stops all feedbacks from playing, with an option to also stop individual feedbacks More...
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| override void | StopFeedbacks (Vector3 position, float feedbacksIntensity=1.0f, bool stopAllFeedbacks=true) |
| | Stops all feedbacks from playing, specifying a position and intensity that can be used by the Feedbacks More...
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| override void | ResetFeedbacks () |
| | Calls each feedback's Reset method if they've defined one. An example of that can be resetting the initial color of a flickering renderer. It's usually called automatically before playing them. More...
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| override void | ChangeDirection () |
| | Changes the direction of this MMFeedbacks More...
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| virtual void | SetDirection (Directions newDirection) |
| | Sets the direction of the player to the one specified in parameters More...
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| void | SetDirectionTopToBottom () |
| | Sets the direction to top to bottom More...
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| void | SetDirectionBottomToTop () |
| | Sets the direction to bottom to top More...
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| virtual void | PlayerCompleteFeedbacks () |
| | When the player is done playing, we call PlayerComplete on all its feedbacks to let them know the player is done More...
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| override void | PauseFeedbacks () |
| | Pauses execution of a sequence, which can then be resumed by calling ResumeFeedbacks() More...
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| virtual void | RestoreInitialValues () |
| | Restores the initial state of this player, resetting its feedbacks target values to their initial values More...
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| virtual void | ForceInitialValues () |
| | Forces initial vales on all feedbacks that support it. For example, a position feedback that'd move a Transform from A to B would move that transform to A More...
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| virtual void | SkipToTheEnd () |
| | Skips to the end of a sequence of feedbacks. Note that depending on your setup, this can take up to 3 frames to complete, don't disable your player instantly, or it won't complete the skipping More...
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| override void | ResumeFeedbacks () |
| | Resumes execution of a sequence if a script driven pause is in progress More...
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| virtual void | ResetAllCooldowns () |
| | Resets the cooldowns on this MMF Player, for the MMF Player itself and for all its feedbacks More...
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| virtual void | ResetCooldown () |
| | Resets the cooldown on this MMF Player, letting you play it again instantly, regardless of its cooldown settings and how much time has passed since its last play More...
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| virtual void | ResetFeedbacksCooldowns () |
| | Resets cooldowns on all feedbacks, letting you play them again instantly, regardless of their cooldown settings and how much time has passed since their last play More...
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| virtual void | AddFeedback (MMF_Feedback newFeedback) |
| | Adds the specified MMF_Feedback to the player More...
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| new MMF_Feedback | AddFeedback (System.Type feedbackType, bool add=true) |
| | Adds a feedback of the specified type to the player More...
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| override void | RemoveFeedback (int id) |
| | Removes the feedback at the specified index More...
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| virtual void | CopyPlayerFrom (MMF_Player source) |
| | Replaces the current feedback list and player settings with the ones on the target MMF Player More...
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| virtual void | CopyFeedbackListFrom (MMF_Player source) |
| | Replaces the current feedback list with the feedbacks on the target MMF Player More...
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| virtual void | AddFeedbackListFrom (MMF_Player source) |
| | Adds the feedbacks on the target MMF Player to the current feedback list More...
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| virtual void | AutomaticShakerSetup () |
| | Calls the AutomaticShakerSetup method on all feedbacks that have it More...
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| override bool | HasFeedbackStillPlaying () |
| | Returns true if feedbacks are still playing More...
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| virtual float | ComputeRangeIntensityMultiplier (Vector3 position) |
| | Determines the intensity multiplier to apply More...
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| override float | ApplyTimeMultiplier (float duration) |
| | Applies this feedback's time multiplier to a duration (in seconds) More...
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| virtual void | ProxyDestroy (GameObject gameObjectToDestroy) |
| | Lets you destroy objects from feedbacks More...
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| virtual void | ProxyDestroy (GameObject gameObjectToDestroy, float delay) |
| | Lets you destroy objects after a delay from feedbacks More...
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| virtual void | ProxyDestroyImmediate (GameObject gameObjectToDestroy) |
| | Lets you DestroyImmediate objects from feedbacks More...
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| virtual T | GetFeedbackOfType< T > (AccessMethods method, int referenceIndex) |
| | Returns the first feedback found in this player's list based on the chosen method and type First : first feedback of the matching type in the list, from top to bottom Previous : first feedback of the matching type located before (so above) the feedback at the reference index Closest : first feedback of the matching type located before or after the feedback at the reference index Next : first feedback of the matching type located after (so below) the feedback at the reference index First : last feedback of the matching type in the list, from top to bottom More...
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| virtual T | GetFeedbackOfType< T > () |
| | Returns the first feedback of the searched type on this MMF_Player More...
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| virtual List< T > | GetFeedbacksOfType< T > () |
| | Returns a list of all the feedbacks of the searched type on this MMF_Player More...
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| virtual T | GetFeedbackOfType< T > (string searchedLabel) |
| | Returns the first feedback of the searched type on this MMF_Player More...
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| virtual List< T > | GetFeedbacksOfType< T > (string searchedLabel) |
| | Returns a list of all the feedbacks of the searched type on this MMF_Player More...
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| virtual void | RefreshCache () |
| | Refreshes cached feedbacks More...
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| virtual void | ComputeCachedTotalDuration () |
| | Computes the total duration of the player's sequence of feedbacks More...
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| virtual float | GetTime () |
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| virtual float | GetDeltaTime () |
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| virtual async System.Threading.Tasks.Task | PlayFeedbacksTask (Vector3 position, float feedbacksIntensity=1.0f, bool forceChangeDirection=false) |
| | Plays all feedbacks and awaits until completion More...
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| virtual async System.Threading.Tasks.Task | PlayFeedbacksTask () |
| | Plays all feedbacks and awaits until completion More...
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| virtual void | SetCanPlay (bool newState) |
| | Use this method to authorize or prevent this player from being played More...
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| virtual void | AutoRepair () |
| | Unity sometimes has serialization issues. This method fixes that by fixing any bad sync that could happen. More...
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| List< MMF_Feedback > | FeedbacksList |
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| bool | KeepPlayModeChanges = false |
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| bool | PerformanceMode = false |
| | if this is true, the inspector won't refresh while the feedback plays, this saves on performance but feedback inspectors' progress bars for example won't look as smooth More...
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| bool | RestoreInitialValuesOnDisable = false |
| | if this is true, RestoreInitialValues will be called on all feedbacks on Disable More...
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| bool | StopFeedbacksOnDisable = false |
| | if this is true, StopFeedbacks will be called on all feedbacks on Disable More...
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| int | PlayCount = 0 |
| | how many times this player has started playing More...
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| List< MMFeedback > | Feedbacks = new List<MMFeedback>() |
| | a list of MMFeedback to trigger More...
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| InitializationModes | InitializationMode = InitializationModes.Start |
| | the chosen initialization mode More...
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| bool | AutoInitialization = true |
| | if you set this to true, the system will make changes to ensure that initialization always happens before play More...
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| SafeModes | SafeMode = SafeModes.Full |
| | the selected safe mode More...
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| Directions | Direction = Directions.TopToBottom |
| | the selected direction More...
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| bool | AutoChangeDirectionOnEnd = false |
| | whether or not this MMFeedbacks should invert its direction when all feedbacks have played More...
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| bool | AutoPlayOnStart = false |
| | whether or not to play this feedbacks automatically on Start More...
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| bool | AutoPlayOnEnable = false |
| | whether or not to play this feedbacks automatically on Enable More...
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| bool | ForceTimescaleMode = false |
| | if this is true, all feedbacks within that player will work on the specified ForcedTimescaleMode, regardless of their individual settings More...
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| TimescaleModes | ForcedTimescaleMode = TimescaleModes.Unscaled |
| | the time scale mode all feedbacks on this player should work on, if ForceTimescaleMode is true More...
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| float | DurationMultiplier = 1f |
| | a time multiplier that will be applied to all feedback durations (initial delay, duration, delay between repeats...) More...
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| float | TimescaleMultiplier = 1f |
| | a multiplier to apply to all timescale operations (1: normal, less than 1: slower operations, higher than 1: faster operations) More...
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| bool | RandomizeDuration = false |
| | if this is true, will expose a RandomDurationMultiplier. The final duration of each feedback will be : their base duration * DurationMultiplier * a random value between RandomDurationMultiplier.x and RandomDurationMultiplier.y More...
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| Vector2 | RandomDurationMultiplier = new Vector2(0.5f, 1.5f) |
| | if RandomizeDuration is true, the min (x) and max (y) values for the random duration multiplier More...
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| bool | DisplayFullDurationDetails = false |
| | if this is true, more editor-only, detailed info will be displayed per feedback in the duration slot More...
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| TimescaleModes | PlayerTimescaleMode = TimescaleModes.Unscaled |
| | the timescale at which the player itself will operate. This notably impacts sequencing and pauses duration evaluation. More...
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| bool | OnlyPlayIfWithinRange = false |
| | if this is true, this feedback will only play if its distance to RangeCenter is lower or equal to RangeDistance More...
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| Transform | RangeCenter |
| | when in OnlyPlayIfWithinRange mode, the transform to consider as the center of the range More...
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| float | RangeDistance = 5f |
| | when in OnlyPlayIfWithinRange mode, the distance to the center within which the feedback will play More...
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| bool | UseRangeFalloff = false |
| | when in OnlyPlayIfWithinRange mode, whether or not to modify the intensity of feedbacks based on the RangeFallOff curve
More...
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| AnimationCurve | RangeFalloff = new AnimationCurve(new Keyframe(0f, 1f), new Keyframe(1f, 0f)) |
| | the animation curve to use to define falloff (on the x 0 represents the range center, 1 represents the max distance to it) More...
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| Vector2 | RemapRangeFalloff = new Vector2(0f, 1f) |
| | the values to remap the falloff curve's y axis' 0 and 1 More...
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| bool | IgnoreRangeEvents = false |
| | whether or not to ignore MMSetFeedbackRangeCenterEvent, used to set the RangeCenter from anywhere More...
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| float | CooldownDuration = 0f |
| | a duration, in seconds, during which triggering a new play of this MMFeedbacks after it's been played once will be impossible More...
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| float | InitialDelay = 0f |
| | a duration, in seconds, to delay the start of this MMFeedbacks' contents play More...
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| bool | CanPlay = true |
| | whether this player can be played or not, useful to temporarily prevent play from another class, for example More...
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| bool | CanPlayWhileAlreadyPlaying = true |
| | if this is true, you'll be able to trigger a new Play while this feedback is already playing, otherwise you won't be able to More...
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| float | ChanceToPlay = 100f |
| | the chance of this sequence happening (in percent : 100 : happens all the time, 0 : never happens, 50 : happens once every two calls, etc) More...
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| float | FeedbacksIntensity = 1f |
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| MMFeedbacksEvents | Events |
| | a number of UnityEvents that can be triggered at the various stages of this MMFeedbacks More...
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| bool | DebugActive = false |
| | whether or not this MMFeedbacks is in debug mode More...
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| virtual float | ElapsedTime => IsPlaying ? GetTime() - _lastStartAt : 0f |
| | if this MMFeedbacks is playing the time since it started playing More...
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| bool | InScriptDrivenPause |
| | whether or not the execution of this MMFeedbacks' sequence is being prevented and waiting for a Resume() call More...
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| virtual float | ComputedInitialDelay => ApplyTimeMultiplier(InitialDelay) |
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| override void | Awake () |
| | On Awake we initialize our feedbacks if we're in auto mode More...
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| override void | Start () |
| | On Start we initialize our feedbacks if we're in auto mode More...
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| virtual void | InitializeFeedbackList () |
| | We initialize our list of feedbacks More...
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| virtual void | ExtraInitializationChecks () |
| | Performs extra checks, mostly to cover cases of dynamic creation More...
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| override void | OnEnable () |
| | On Enable we initialize our feedbacks if we're in auto mode More...
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| override void | PlayFeedbacksInternal (Vector3 position, float feedbacksIntensity, bool forceChangeDirection=false) |
| | An internal method used to play feedbacks, shouldn't be called externally More...
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| virtual IEnumerator | FrameOnePlayCo (Vector3 position, float feedbacksIntensity, bool forceChangeDirection=false) |
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| override void | PreparePlay (Vector3 position, float feedbacksIntensity, bool forceChangeDirection=false) |
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| override void | CheckForPauses () |
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| override void | PlayAllFeedbacks (Vector3 position, float feedbacksIntensity, bool forceChangeDirection=false) |
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| override IEnumerator | HandleInitialDelayCo (Vector3 position, float feedbacksIntensity, bool forceChangeDirection=false) |
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| override void | Update () |
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| override IEnumerator | PausedFeedbacksCo (Vector3 position, float feedbacksIntensity) |
| | A coroutine used to handle the sequence of feedbacks if pauses are involved More...
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| virtual IEnumerator | SkipToTheEndCo () |
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| override void | CheckForLoops () |
| | Checks whether or not this MMFeedbacks contains one or more looper feedbacks More...
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| virtual void | ComputeNewRandomDurationMultipliers () |
| | Computes new random duration multipliers on all feedbacks if needed More...
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| bool | FeedbackCanPlay (MMF_Feedback feedback) |
| | This will return true if the conditions defined in the specified feedback's Timing section allow it to play in the current play direction of this MMFeedbacks More...
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| override void | ApplyAutoChangeDirection () |
| | Readies the MMFeedbacks to change direction on the next play More...
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| virtual void | OnMMSetFeedbackRangeCenterEvent (Transform newTransform) |
| | When we get a MMSetFeedbackRangeCenterEvent, we set our new range center More...
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| override void | OnDisable () |
| | On Disable we stop all feedbacks More...
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| override void | OnValidate () |
| | On validate, we make sure our DurationMultiplier remains positive More...
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| override void | OnDestroy () |
| | On Destroy, removes all feedbacks from this MMFeedbacks to avoid any leftovers More...
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| void | OnDrawGizmosSelected () |
| | Draws gizmos, when the MMF_Player is selected, for all feedbacks that implement the method of the same name More...
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| virtual bool | EvaluateChance () |
| | Evaluates the chance of this feedback to play, and returns true if this feedback can play, false otherwise More...
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| bool | FeedbackCanPlay (MMFeedback feedback) |
| | This will return true if the conditions defined in the specified feedback's Timing section allow it to play in the current play direction of this MMFeedbacks More...
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