Infinite Runner Engine v1.9
Public Member Functions | Public Attributes | Protected Member Functions | Protected Attributes | Properties | List of all members
MoreMountains.Feedbacks.MMF_Player Class Reference
Inheritance diagram for MoreMountains.Feedbacks.MMF_Player:
MoreMountains.Feedbacks.MMFeedbacks

Public Member Functions

override void Initialization ()
 A public method to initialize the feedback, specifying an owner that will be used as the reference for position and hierarchy by feedbacks More...
 
override void PlayFeedbacks ()
 Plays all feedbacks using the MMFeedbacks' position as reference, and no attenuation More...
 
override void PlayFeedbacks (Vector3 position, float feedbacksIntensity=1.0f, bool forceRevert=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...
 
override void PlayFeedbacksInReverse ()
 Plays all feedbacks using the MMFeedbacks' position as reference, and no attenuation, and in reverse (from bottom to top) More...
 
override void PlayFeedbacksInReverse (Vector3 position, float feedbacksIntensity=1.0f, bool forceRevert=false)
 Plays all feedbacks using the MMFeedbacks' position as reference, and no attenuation, and in reverse (from bottom to top) More...
 
override void PlayFeedbacksOnlyIfReversed ()
 Plays all feedbacks in the sequence, but only if this MMFeedbacks is playing in reverse order More...
 
override void PlayFeedbacksOnlyIfReversed (Vector3 position, float feedbacksIntensity=1.0f, bool forceRevert=false)
 Plays all feedbacks in the sequence, but only if this MMFeedbacks is playing in reverse order More...
 
override void PlayFeedbacksOnlyIfNormalDirection ()
 Plays all feedbacks in the sequence, but only if this MMFeedbacks is playing in normal order More...
 
override void PlayFeedbacksOnlyIfNormalDirection (Vector3 position, float feedbacksIntensity=1.0f, bool forceRevert=false)
 Plays all feedbacks in the sequence, but only if this MMFeedbacks is playing in normal order More...
 
override IEnumerator PlayFeedbacksCoroutine (Vector3 position, float feedbacksIntensity=1.0f, bool forceRevert=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...
 
override void StopFeedbacks ()
 Stops all further feedbacks from playing, without stopping individual feedbacks More...
 
override void StopFeedbacks (bool stopAllFeedbacks=true)
 Stops all feedbacks from playing, with an option to also stop individual feedbacks More...
 
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...
 
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. More...
 
override void Revert ()
 Changes the direction of this MMFeedbacks More...
 
override void PauseFeedbacks ()
 Pauses execution of a sequence, which can then be resumed by calling ResumeFeedbacks() More...
 
virtual void SkipToTheEnd ()
 Pauses execution of a sequence, which can then be resumed by calling ResumeFeedbacks() More...
 
override void ResumeFeedbacks ()
 Resumes execution of a sequence if a script driven pause is in progress More...
 
virtual void AddFeedback (MMF_Feedback newFeedback)
 Adds the specified MMF_Feedback to the player More...
 
new MMF_Feedback AddFeedback (System.Type feedbackType)
 Adds a feedback of the specified type to the player More...
 
override void RemoveFeedback (int id)
 Removes the feedback at the specified index More...
 
override bool HasFeedbackStillPlaying ()
 Returns true if feedbacks are still playing More...
 
override float ApplyTimeMultiplier (float duration)
 Applies this feedback's time multiplier to a duration (in seconds) More...
 
virtual void ProxyDestroy (GameObject gameObjectToDestroy)
 Lets you destroy objects from feedbacks More...
 
virtual void ProxyDestroy (GameObject gameObjectToDestroy, float delay)
 Lets you destroy objects after a delay from feedbacks More...
 
virtual void ProxyDestroyImmediate (GameObject gameObjectToDestroy)
 Lets you DestroyImmediate objects from feedbacks More...
 
virtual T GetFeedbackOfType< T > ()
 Returns the first feedback of the searched type on this MMF_Player More...
 
virtual List< T > GetFeedbacksOfType< T > ()
 Returns a list of all the feedbacks of the searched type on this MMF_Player More...
 
virtual T GetFeedbackOfType< T > (string searchedLabel)
 Returns the first feedback of the searched type on this MMF_Player More...
 
virtual List< T > GetFeedbacksOfType< T > (string searchedLabel)
 Returns a list of all the feedbacks of the searched type on this MMF_Player More...
 
virtual void RefreshCache ()
 Refreshes cached feedbacks More...
 
- Public Member Functions inherited from MoreMountains.Feedbacks.MMFeedbacks
virtual void Initialization (GameObject owner)
 A public method to initialize the feedback, specifying an owner that will be used as the reference for position and hierarchy by feedbacks More...
 
virtual void AutoRepair ()
 Unity sometimes has serialization issues. This method fixes that by fixing any bad sync that could happen. More...
 

Public Attributes

List< MMF_FeedbackFeedbacksList
 
bool KeepPlayModeChanges = false
 
bool PerformanceMode = false
 
- Public Attributes inherited from MoreMountains.Feedbacks.MMFeedbacks
List< MMFeedbackFeedbacks = new List<MMFeedback>()
 a list of MMFeedback to trigger More...
 
InitializationModes InitializationMode = InitializationModes.Start
 the chosen initialization mode More...
 
SafeModes SafeMode = SafeModes.Full
 the selected safe mode More...
 
Directions Direction = Directions.TopToBottom
 the selected direction More...
 
bool AutoChangeDirectionOnEnd = false
 whether or not this MMFeedbacks should invert its direction when all feedbacks have played More...
 
bool AutoPlayOnStart = false
 whether or not to play this feedbacks automatically on Start More...
 
bool AutoPlayOnEnable = false
 whether or not to play this feedbacks automatically on Enable More...
 
float DurationMultiplier = 1f
 a time multiplier that will be applied to all feedback durations (initial delay, duration, delay between repeats...) More...
 
bool DisplayFullDurationDetails = false
 if this is true, more editor-only, detailed info will be displayed per feedback in the duration slot More...
 
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...
 
float InitialDelay = 0f
 a duration, in seconds, to delay the start of this MMFeedbacks' contents play More...
 
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...
 
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...
 
float FeedbacksIntensity = 1f
 
MMFeedbacksEvents Events
 a number of UnityEvents that can be triggered at the various stages of this MMFeedbacks More...
 
bool DebugActive = false
 whether or not this MMFeedbacks is in debug mode More...
 

Protected Member Functions

override void Awake ()
 
override void Start ()
 On Start we initialize our feedbacks if we're in auto mode More...
 
virtual void InitializeList ()
 
override void OnEnable ()
 On Enable we initialize our feedbacks if we're in auto mode More...
 
override void PlayFeedbacksInternal (Vector3 position, float feedbacksIntensity, bool forceRevert=false)
 An internal method used to play feedbacks, shouldn't be called externally More...
 
override void PreparePlay (Vector3 position, float feedbacksIntensity, bool forceRevert=false)
 
override void PlayAllFeedbacks (Vector3 position, float feedbacksIntensity, bool forceRevert=false)
 
override IEnumerator HandleInitialDelayCo (Vector3 position, float feedbacksIntensity, bool forceRevert=false)
 
override void Update ()
 
override IEnumerator PausedFeedbacksCo (Vector3 position, float feedbacksIntensity)
 A coroutine used to handle the sequence of feedbacks if pauses are involved More...
 
virtual IEnumerator SkipToTheEndCo ()
 
override void CheckForLoops ()
 Checks whether or not this MMFeedbacks contains one or more looper feedbacks More...
 
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...
 
override void ApplyAutoRevert ()
 Readies the MMFeedbacks to revert direction on the next play More...
 
override void OnDisable ()
 On Disable we stop all feedbacks More...
 
override void OnValidate ()
 On validate, we make sure our DurationMultiplier remains positive More...
 
override void OnDestroy ()
 On Destroy, removes all feedbacks from this MMFeedbacks to avoid any leftovers More...
 
- Protected Member Functions inherited from MoreMountains.Feedbacks.MMFeedbacks
virtual bool EvaluateChance ()
 Evaluates the chance of this feedback to play, and returns true if this feedback can play, false otherwise More...
 
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...
 

Protected Attributes

Type _t
 
- Protected Attributes inherited from MoreMountains.Feedbacks.MMFeedbacks
float _startTime = 0f
 
float _holdingMax = 0f
 
float _lastStartAt = -float.MaxValue
 
bool _pauseFound = false
 
float _totalDuration = 0f
 
bool _shouldStop = false
 

Properties

override float TotalDuration [get]
 
bool SkippingToTheEnd [getprotected set]
 
- Properties inherited from MoreMountains.Feedbacks.MMFeedbacks
bool IsPlaying [getprotected set]
 
float ElapsedTime [get]
 if this MMFeedbacks is playing the time since it started playing More...
 
int TimesPlayed [getprotected set]
 the amount of times this MMFeedbacks has been played More...
 
bool InScriptDrivenPause [getset]
 whether or not the execution of this MMFeedbacks' sequence is being prevented and waiting for a Resume() call More...
 
bool ContainsLoop [getset]
 true if this MMFeedbacks contains at least one loop More...
 
bool ShouldRevertOnNextPlay [getset]
 true if this feedback should change play direction next time it's played More...
 
virtual float TotalDuration [get]
 The total duration (in seconds) of all the active feedbacks in this MMFeedbacks. More...
 

Additional Inherited Members

- Public Types inherited from MoreMountains.Feedbacks.MMFeedbacks
enum  Directions { TopToBottom , BottomToTop }
 the possible directions MMFeedbacks can be played More...
 
enum  SafeModes { Nope , EditorOnly , RuntimeOnly , Full }
 
enum  InitializationModes { Script , Awake , Start }
 
- Static Public Attributes inherited from MoreMountains.Feedbacks.MMFeedbacks
static bool GlobalMMFeedbacksActive = true
 a global switch used to turn all feedbacks on or off globally More...
 

Member Function Documentation

◆ AddFeedback() [1/2]

virtual void MoreMountains.Feedbacks.MMF_Player.AddFeedback ( MMF_Feedback  newFeedback)
virtual

Adds the specified MMF_Feedback to the player

Parameters
newFeedback

◆ AddFeedback() [2/2]

new MMF_Feedback MoreMountains.Feedbacks.MMF_Player.AddFeedback ( System.Type  feedbackType)
virtual

Adds a feedback of the specified type to the player

Parameters
feedbackType
Returns

Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.

◆ ApplyAutoRevert()

override void MoreMountains.Feedbacks.MMF_Player.ApplyAutoRevert ( )
protectedvirtual

Readies the MMFeedbacks to revert direction on the next play

Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.

◆ ApplyTimeMultiplier()

override float MoreMountains.Feedbacks.MMF_Player.ApplyTimeMultiplier ( float  duration)
virtual

Applies this feedback's time multiplier to a duration (in seconds)

Parameters
duration
Returns

Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.

◆ Awake()

override void MoreMountains.Feedbacks.MMF_Player.Awake ( )
protectedvirtual

On Awake we initialize our feedbacks if we're in auto mode

Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.

◆ CheckForLoops()

override void MoreMountains.Feedbacks.MMF_Player.CheckForLoops ( )
protectedvirtual

Checks whether or not this MMFeedbacks contains one or more looper feedbacks

Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.

◆ FeedbackCanPlay()

bool MoreMountains.Feedbacks.MMF_Player.FeedbackCanPlay ( MMF_Feedback  feedback)
protected

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

Parameters
feedback
Returns

◆ GetFeedbackOfType< T >() [1/2]

virtual T MoreMountains.Feedbacks.MMF_Player.GetFeedbackOfType< T > ( )
virtual

Returns the first feedback of the searched type on this MMF_Player

Template Parameters
T
Returns
Type Constraints
T :MMF_Feedback 

◆ GetFeedbackOfType< T >() [2/2]

virtual T MoreMountains.Feedbacks.MMF_Player.GetFeedbackOfType< T > ( string  searchedLabel)
virtual

Returns the first feedback of the searched type on this MMF_Player

Template Parameters
T
Returns
Type Constraints
T :MMF_Feedback 

◆ GetFeedbacksOfType< T >() [1/2]

virtual List< T > MoreMountains.Feedbacks.MMF_Player.GetFeedbacksOfType< T > ( )
virtual

Returns a list of all the feedbacks of the searched type on this MMF_Player

Template Parameters
T
Returns
Type Constraints
T :MMF_Feedback 

◆ GetFeedbacksOfType< T >() [2/2]

virtual List< T > MoreMountains.Feedbacks.MMF_Player.GetFeedbacksOfType< T > ( string  searchedLabel)
virtual

Returns a list of all the feedbacks of the searched type on this MMF_Player

Template Parameters
T
Returns
Type Constraints
T :MMF_Feedback 

◆ HandleInitialDelayCo()

override IEnumerator MoreMountains.Feedbacks.MMF_Player.HandleInitialDelayCo ( Vector3  position,
float  feedbacksIntensity,
bool  forceRevert = false 
)
protectedvirtual

◆ HasFeedbackStillPlaying()

override bool MoreMountains.Feedbacks.MMF_Player.HasFeedbackStillPlaying ( )
virtual

Returns true if feedbacks are still playing

Returns

Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.

◆ Initialization()

override void MoreMountains.Feedbacks.MMF_Player.Initialization ( )
virtual

A public method to initialize the feedback, specifying an owner that will be used as the reference for position and hierarchy by feedbacks

Parameters
owner
feedbacksOwner

Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.

◆ InitializeList()

virtual void MoreMountains.Feedbacks.MMF_Player.InitializeList ( )
protectedvirtual

◆ OnDestroy()

override void MoreMountains.Feedbacks.MMF_Player.OnDestroy ( )
protectedvirtual

On Destroy, removes all feedbacks from this MMFeedbacks to avoid any leftovers

Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.

◆ OnDisable()

override void MoreMountains.Feedbacks.MMF_Player.OnDisable ( )
protectedvirtual

On Disable we stop all feedbacks

Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.

◆ OnEnable()

override void MoreMountains.Feedbacks.MMF_Player.OnEnable ( )
protectedvirtual

On Enable we initialize our feedbacks if we're in auto mode

Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.

◆ OnValidate()

override void MoreMountains.Feedbacks.MMF_Player.OnValidate ( )
protectedvirtual

On validate, we make sure our DurationMultiplier remains positive

Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.

◆ PausedFeedbacksCo()

override IEnumerator MoreMountains.Feedbacks.MMF_Player.PausedFeedbacksCo ( Vector3  position,
float  feedbacksIntensity 
)
protectedvirtual

A coroutine used to handle the sequence of feedbacks if pauses are involved

Parameters
position
feedbacksIntensity
Returns

Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.

◆ PauseFeedbacks()

override void MoreMountains.Feedbacks.MMF_Player.PauseFeedbacks ( )
virtual

Pauses execution of a sequence, which can then be resumed by calling ResumeFeedbacks()

Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.

◆ PlayAllFeedbacks()

override void MoreMountains.Feedbacks.MMF_Player.PlayAllFeedbacks ( Vector3  position,
float  feedbacksIntensity,
bool  forceRevert = false 
)
protectedvirtual

◆ PlayFeedbacks() [1/2]

override void MoreMountains.Feedbacks.MMF_Player.PlayFeedbacks ( )
virtual

Plays all feedbacks using the MMFeedbacks' position as reference, and no attenuation

Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.

◆ PlayFeedbacks() [2/2]

override void MoreMountains.Feedbacks.MMF_Player.PlayFeedbacks ( Vector3  position,
float  feedbacksIntensity = 1.0f,
bool  forceRevert = false 
)
virtual

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

Parameters
position
feedbacksOwner
feedbacksIntensity

Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.

◆ PlayFeedbacksCoroutine()

override IEnumerator MoreMountains.Feedbacks.MMF_Player.PlayFeedbacksCoroutine ( Vector3  position,
float  feedbacksIntensity = 1.0f,
bool  forceRevert = false 
)
virtual

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);

Parameters
positionThe position at which the MMFeedbacks should play
feedbacksIntensityThe intensity of the feedback
forceRevertWhether or not the MMFeedbacks should play in reverse or not
Returns

Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.

◆ PlayFeedbacksInReverse() [1/2]

override void MoreMountains.Feedbacks.MMF_Player.PlayFeedbacksInReverse ( )
virtual

Plays all feedbacks using the MMFeedbacks' position as reference, and no attenuation, and in reverse (from bottom to top)

Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.

◆ PlayFeedbacksInReverse() [2/2]

override void MoreMountains.Feedbacks.MMF_Player.PlayFeedbacksInReverse ( Vector3  position,
float  feedbacksIntensity = 1.0f,
bool  forceRevert = false 
)
virtual

Plays all feedbacks using the MMFeedbacks' position as reference, and no attenuation, and in reverse (from bottom to top)

Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.

◆ PlayFeedbacksInternal()

override void MoreMountains.Feedbacks.MMF_Player.PlayFeedbacksInternal ( Vector3  position,
float  feedbacksIntensity,
bool  forceRevert = false 
)
protectedvirtual

An internal method used to play feedbacks, shouldn't be called externally

Parameters
position
feedbacksIntensity

Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.

◆ PlayFeedbacksOnlyIfNormalDirection() [1/2]

override void MoreMountains.Feedbacks.MMF_Player.PlayFeedbacksOnlyIfNormalDirection ( )
virtual

Plays all feedbacks in the sequence, but only if this MMFeedbacks is playing in normal order

Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.

◆ PlayFeedbacksOnlyIfNormalDirection() [2/2]

override void MoreMountains.Feedbacks.MMF_Player.PlayFeedbacksOnlyIfNormalDirection ( Vector3  position,
float  feedbacksIntensity = 1.0f,
bool  forceRevert = false 
)
virtual

Plays all feedbacks in the sequence, but only if this MMFeedbacks is playing in normal order

Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.

◆ PlayFeedbacksOnlyIfReversed() [1/2]

override void MoreMountains.Feedbacks.MMF_Player.PlayFeedbacksOnlyIfReversed ( )
virtual

Plays all feedbacks in the sequence, but only if this MMFeedbacks is playing in reverse order

Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.

◆ PlayFeedbacksOnlyIfReversed() [2/2]

override void MoreMountains.Feedbacks.MMF_Player.PlayFeedbacksOnlyIfReversed ( Vector3  position,
float  feedbacksIntensity = 1.0f,
bool  forceRevert = false 
)
virtual

Plays all feedbacks in the sequence, but only if this MMFeedbacks is playing in reverse order

Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.

◆ PreparePlay()

override void MoreMountains.Feedbacks.MMF_Player.PreparePlay ( Vector3  position,
float  feedbacksIntensity,
bool  forceRevert = false 
)
protectedvirtual

◆ ProxyDestroy() [1/2]

virtual void MoreMountains.Feedbacks.MMF_Player.ProxyDestroy ( GameObject  gameObjectToDestroy)
virtual

Lets you destroy objects from feedbacks

Parameters
gameObjectToDestroy

◆ ProxyDestroy() [2/2]

virtual void MoreMountains.Feedbacks.MMF_Player.ProxyDestroy ( GameObject  gameObjectToDestroy,
float  delay 
)
virtual

Lets you destroy objects after a delay from feedbacks

Parameters
gameObjectToDestroy
delay

◆ ProxyDestroyImmediate()

virtual void MoreMountains.Feedbacks.MMF_Player.ProxyDestroyImmediate ( GameObject  gameObjectToDestroy)
virtual

Lets you DestroyImmediate objects from feedbacks

Parameters
gameObjectToDestroy

◆ RefreshCache()

virtual void MoreMountains.Feedbacks.MMF_Player.RefreshCache ( )
virtual

Refreshes cached feedbacks

◆ RemoveFeedback()

override void MoreMountains.Feedbacks.MMF_Player.RemoveFeedback ( int  id)
virtual

Removes the feedback at the specified index

Parameters
id

Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.

◆ ResetFeedbacks()

override void MoreMountains.Feedbacks.MMF_Player.ResetFeedbacks ( )
virtual

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.

Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.

◆ ResumeFeedbacks()

override void MoreMountains.Feedbacks.MMF_Player.ResumeFeedbacks ( )
virtual

Resumes execution of a sequence if a script driven pause is in progress

Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.

◆ Revert()

override void MoreMountains.Feedbacks.MMF_Player.Revert ( )
virtual

Changes the direction of this MMFeedbacks

Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.

◆ SkipToTheEnd()

virtual void MoreMountains.Feedbacks.MMF_Player.SkipToTheEnd ( )
virtual

Pauses execution of a sequence, which can then be resumed by calling ResumeFeedbacks()

◆ SkipToTheEndCo()

virtual IEnumerator MoreMountains.Feedbacks.MMF_Player.SkipToTheEndCo ( )
protectedvirtual

◆ Start()

override void MoreMountains.Feedbacks.MMF_Player.Start ( )
protectedvirtual

On Start we initialize our feedbacks if we're in auto mode

Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.

◆ StopFeedbacks() [1/3]

override void MoreMountains.Feedbacks.MMF_Player.StopFeedbacks ( )
virtual

Stops all further feedbacks from playing, without stopping individual feedbacks

Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.

◆ StopFeedbacks() [2/3]

override void MoreMountains.Feedbacks.MMF_Player.StopFeedbacks ( bool  stopAllFeedbacks = true)
virtual

Stops all feedbacks from playing, with an option to also stop individual feedbacks

Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.

◆ StopFeedbacks() [3/3]

override void MoreMountains.Feedbacks.MMF_Player.StopFeedbacks ( Vector3  position,
float  feedbacksIntensity = 1.0f,
bool  stopAllFeedbacks = true 
)
virtual

Stops all feedbacks from playing, specifying a position and intensity that can be used by the Feedbacks

Parameters
position
feedbacksIntensity

Reimplemented from MoreMountains.Feedbacks.MMFeedbacks.

◆ Update()

override void MoreMountains.Feedbacks.MMF_Player.Update ( )
protectedvirtual

Member Data Documentation

◆ _t

Type MoreMountains.Feedbacks.MMF_Player._t
protected

◆ FeedbacksList

List<MMF_Feedback> MoreMountains.Feedbacks.MMF_Player.FeedbacksList

◆ KeepPlayModeChanges

bool MoreMountains.Feedbacks.MMF_Player.KeepPlayModeChanges = false

◆ PerformanceMode

bool MoreMountains.Feedbacks.MMF_Player.PerformanceMode = false

Property Documentation

◆ SkippingToTheEnd

bool MoreMountains.Feedbacks.MMF_Player.SkippingToTheEnd
getprotected set

◆ TotalDuration

override float MoreMountains.Feedbacks.MMF_Player.TotalDuration
get

The documentation for this class was generated from the following file: