|
| override void | OnDisable () |
| | On disable we reset our coroutine More...
|
| |
| override void | OnValidate () |
| | On Validate, we migrate our deprecated animation curves to our tween types if needed More...
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| virtual string | GetLabel () |
| | you can override this when creating a custom feedback to have it behave differently and display a different label More...
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| |
| virtual float | ComputeIntensity (float intensity, Vector3 position) |
| | Computes the new intensity, taking into account constant intensity and potential randomness More...
|
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| virtual void | CacheRequiresSetup () |
| |
| virtual bool | EvaluateRequiresSetup () |
| | Override this method to determine if a feedback requires setup More...
|
| |
| virtual void | SetFeedbackDuration (float newDuration) |
| | Use this method to change the duration of this feedback More...
|
| |
| virtual void | PreInitialization (MMF_Player owner, int index) |
| | Runs at Awake, lets you preinitialize your custom feedback before Initialization More...
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| virtual void | Initialization (MMF_Player owner, int index) |
| | Typically runs on Start, Initializes the feedback and its timing related variables More...
|
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| virtual void | SetIndexInFeedbacksList (int index) |
| | Lets you specify at what index this feedback is in the list - use carefully (or don't use at all) More...
|
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| virtual void | AutomaticShakerSetup () |
| | Call this method (either directly or via the inspector button) to try and automatically setup this feedback's corresponding shaker in the scene More...
|
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| virtual void | ForceAutomateTargetAcquisition () |
| | Lets you force target acquisition, outside of initialization where it usually occurs 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...
|
| |
| virtual void | ForceInitialValue (Vector3 position, float feedbacksIntensity=1.0f) |
| | Forces the feedback to set its initial value (behavior will change from feedback to feedback, but for example, a Position feedback that moves a Transform from point A to B would automatically move the Transform to point A when ForceInitialState is called More...
|
| |
| virtual void | RestoreInitialValues () |
| | Called when restoring the initial state of a player, calls custom Restore on all feedbacks More...
|
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| virtual void | ResetFeedback () |
| | Calls this feedback's custom reset More...
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| |
| virtual void | ResetCooldown () |
| | Resets the cooldown for this feedback, allowing it to be played again instantly More...
|
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| virtual void | PlayerComplete () |
| | This gets called by the MMF Player when all feedbacks have completed playing More...
|
| |
| 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...
|
| |
| virtual void | ComputeNewRandomDurationMultiplier () |
| | Computes a new random duration multiplier More...
|
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| virtual void | ResetPlayCount () |
| | Resets the play count of this feedback More...
|
| |
| virtual void | ComputeTotalDuration () |
| | Computes the total duration of this feedback More...
|
| |
| virtual void | InitializeCustomAttributes () |
| | Use this method to initialize any custom attributes you may have More...
|
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| virtual void | OnAddFeedback () |
| | Triggered when the feedback gets added to the player More...
|
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| virtual void | OnDestroy () |
| | Triggered when that feedback gets destroyed More...
|
| |
| virtual void | OnDrawGizmosSelectedHandler () |
| | Triggered when the host MMF Player gets selected, can be used to draw gizmos More...
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| |
|
| override bool | HasRandomness => true |
| | sets the inspector color for this feedback More...
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| |
| override bool | CanForceInitialValue => true |
| |
| override bool | HasAutomatedTargetAcquisition => true |
| |
| GameObject | AnimatePositionTarget |
| | the object this feedback will animate the position for More...
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| Modes | Mode = Modes.AtoB |
| | the mode this animation should follow (either going from A to B, or moving along a curve) More...
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| Spaces | Space = Spaces.World |
| | the space in which to move the position in More...
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| |
| bool | RandomizeRemap = false |
| | whether or not to randomize remap values between their base and alt values on play, useful to add some variety every time you play this feedback More...
|
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| float | AnimatePositionDuration = 0.2f |
| | the duration of the animation on play More...
|
| |
| MMTweenType | AnimatePositionTween = new MMTweenType( new AnimationCurve(new Keyframe(0, 0), new Keyframe(1, 1)), "", "Mode", (int)Modes.AtoB, (int)Modes.ToDestination) |
| | the MMTween curve definition to use instead of the animation curve to define the acceleration of the movement More...
|
| |
| float | RemapCurveZero = 0f |
| | the value to remap the curve's 0 value to More...
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| float | RemapCurveZeroAlt = 0f |
| | in randomize remap mode, the value to remap the curve's 0 value to (randomized between this and RemapCurveZero) More...
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| float | RemapCurveOne = 1f |
| | the value to remap the curve's 1 value to More...
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| float | RemapCurveOneAlt = 1f |
| | in randomize remap mode, the value to remap the curve's 1 value to (randomized between this and RemapCurveOne) More...
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| |
| bool | AnimateX |
| | if this is true, the x position will be animated More...
|
| |
| MMTweenType | AnimatePositionTweenX = new MMTweenType(new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(0.6f, -1f), new Keyframe(1, 0f)), "AnimateX") |
| | the acceleration of the movement More...
|
| |
| bool | AnimateY |
| | if this is true, the y position will be animated More...
|
| |
| MMTweenType | AnimatePositionTweenY = new MMTweenType(new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(0.6f, -1f), new Keyframe(1, 0f)), "AnimateY") |
| | the acceleration of the movement More...
|
| |
| bool | AnimateZ |
| | if this is true, the z position will be animated More...
|
| |
| MMTweenType | AnimatePositionTweenZ = new MMTweenType(new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(0.6f, -1f), new Keyframe(1, 0f)), "AnimateZ") |
| | the acceleration of the movement More...
|
| |
| bool | AllowAdditivePlays = false |
| | if this is true, calling that feedback will trigger it, even if it's in progress. If it's false, it'll prevent any new Play until the current one is over More...
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| |
| bool | RelativePosition = true |
| | if this is true, movement will be relative to the object's initial position. So moving its y position along a curve going from 0 to 1 will move it up one unit. If this is false, in that same example, it'll be moved from 0 to 1 in absolute coordinates. More...
|
| |
| bool | DeterminePositionsOnPlay = false |
| | if this is true, initial and destination positions will be recomputed on every play More...
|
| |
| Vector3 | InitialPosition = Vector3.zero |
| | the initial position More...
|
| |
| Vector3 | DestinationPosition = Vector3.one |
| | the destination position More...
|
| |
| Transform | InitialPositionTransform |
| | the initial transform - if set, takes precedence over the Vector3 above More...
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| |
| Transform | DestinationPositionTransform |
| | the destination transform - if set, takes precedence over the Vector3 above More...
|
| |
| AnimationCurve | AnimatePositionCurveX = null |
| | [DEPRECATED] the acceleration of the movement More...
|
| |
| AnimationCurve | AnimatePositionCurveY = null |
| | [DEPRECATED] the acceleration of the movement More...
|
| |
| AnimationCurve | AnimatePositionCurveZ = null |
| | [DEPRECATED] the acceleration of the movement More...
|
| |
| AnimationCurve | AnimatePositionCurve = null |
| | [DEPRECATED] the acceleration of the movement - this is not used anymore, replaced by the AnimatePositionTween More...
|
| |
| bool | Active = true |
| | whether or not this feedback is active More...
|
| |
| int | UniqueID |
| |
| string | Label = "MMFeedback" |
| | the name of this feedback to display in the inspector More...
|
| |
| string | OriginalLabel = "" |
| | the original label of this feedback, used to display next to the custom label in case we set one More...
|
| |
| MMChannelModes | ChannelMode = MMChannelModes.Int |
| |
| int | Channel = 0 |
| | the ID of the channel on which this feedback will communicate More...
|
| |
| MMChannel | MMChannelDefinition = null |
| |
| 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...
|
| |
| virtual Color | DisplayColor => Color.black |
| | use this color to customize the background color of the feedback in the MMF_Player's list More...
|
| |
| MMFeedbackTiming | Timing |
| | a number of timing-related values (delay, repeat, etc) More...
|
| |
| MMFeedbackTargetAcquisition | AutomatedTargetAcquisition |
| | a set of settings letting you define automated target acquisition for this feedback, to (for example) automatically grab the target on this game object, or a parent, a child, or on a reference holder More...
|
| |
| bool | RandomizeOutput = false |
| | if this is true, intensity will be multiplied by a random value on play, picked between RandomMultiplier.x and RandomMultiplier.y More...
|
| |
| Vector2 | RandomMultiplier = new Vector2(0.8f, 1f) |
| | a random value (randomized between its x and y) by which to multiply the output of this feedback, if RandomizeOutput is true More...
|
| |
| bool | RandomizeDuration = false |
| | if this is true, this feedback's duration will be multiplied by a random value on play, picked between RandomDurationMultiplier.x and RandomDurationMultiplier.y More...
|
| |
| Vector2 | RandomDurationMultiplier = new Vector2(0.5f, 2f) |
| | a random value (randomized between its x and y) by which to multiply the duration of this feedback, if RandomizeDuration is true More...
|
| |
| bool | UseRange = false |
| | if this is true, only shakers within the specified range will respond to this feedback More...
|
| |
| float | RangeDistance = 5f |
| | when in UseRange mode, only shakers within that distance will respond to this feedback More...
|
| |
| bool | UseRangeFalloff = false |
| | when in UseRange mode, whether or not to modify the shake intensity based on the RangeFallOff curve
More...
|
| |
| 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...
|
| |
| Vector2 | RemapRangeFalloff = new Vector2(0f, 1f) |
| | the values to remap the falloff curve's y axis' 0 and 1 More...
|
| |
| MMF_Button | AutomaticShakerSetupButton |
| | a button used to attempt an auto shaker setup for this feedback, adding whatever shaker it requires to function to the scene More...
|
| |
| MMF_Player | Owner |
| | the Owner of the feedback, as defined when calling the Initialization method More...
|
| |
| bool | DebugActive = false |
| | whether or not this feedback is in debug mode More...
|
| |
| virtual IEnumerator | Pause => null |
| | set this to true if your feedback should pause the execution of the feedback sequence More...
|
| |
| virtual bool | HoldingPause => false |
| | if this is true, this feedback will wait until all previous feedbacks have run More...
|
| |
| virtual bool | LooperPause => false |
| | if this is true, this feedback will wait until all previous feedbacks have run, then run all previous feedbacks again More...
|
| |
| virtual bool | LooperStart => false |
| | if this is true, this feedback will wait until all previous feedbacks have run, then run all previous feedbacks again More...
|
| |
| virtual bool | HasChannel => false |
| | if this is true, the Channel property will be displayed, otherwise it'll be hidden
More...
|
| |
| virtual bool | HasAutomaticShakerSetup => false |
| | if this is true, this feedback will display an automatic shaker setup button
More...
|
| |
| virtual bool | HasRandomness => false |
| | if this is true, the Randomness group will be displayed, otherwise it'll be hidden
More...
|
| |
| virtual bool | CanForceInitialValue => false |
| | if this is true, this feedback implements ForceInitialState, otherwise calling that method will have no effect More...
|
| |
| virtual bool | ForceInitialValueDelayed => false |
| | if this is true, force initial value will happen over two frames More...
|
| |
| virtual bool | HasAutomatedTargetAcquisition => false |
| | whether or not this feedback can automatically grab the target on this game object, or a parent, a child, or on a reference holder More...
|
| |
| virtual bool | HasRange => false |
| | if this is true, the Range group will be displayed, otherwise it'll be hidden
More...
|
| |
| virtual int | PlaysLeft => _playsLeft |
| | the total amount of plays this feedback has left More...
|
| |
| virtual bool | HasCustomInspectors => false |
| |
| virtual bool | InCooldown |
| | returns true if this feedback is in cooldown at this time (and thus can't play), false otherwise More...
|
| |
| virtual float | ComputedRandomMultiplier |
| | Returns the random multiplier to apply to this feedback's output More...
|
| |
| virtual bool | RequiresSetup => _requiresSetup |
| | 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...
|
| |
| virtual string | RequiredTarget => _requiredTarget |
| |
| virtual bool | DrawGroupInspectors => true |
| | if this is true, group inspectors will be displayed within this feedback More...
|
| |
| virtual bool | DisplayFullHeaderColor => false |
| | if this is true, the feedback will be displayed in the MMF Player's list with a full color background, as opposed to just a small line on the left More...
|
| |
| virtual string | RequiresSetupText => "This feedback requires some additional setup." |
| | defines the setup text that will be displayed on the feedback, should setup be required More...
|
| |
| virtual string | RequiredTargetText => "" |
| | the text used to describe the required target More...
|
| |
| virtual string | RequiredTargetTextExtra => "" |
| | the text used to describe the required target, if more info is needed More...
|
| |
| virtual float | FeedbackStartedAt => Application.isPlaying ? _lastPlayTimestamp : -1f |
| |
| virtual bool | FeedbackPlaying |
| | whether or not this feedback is playing right now More...
|
| |
| virtual MMChannelData | ChannelData => _channelData.Set(ChannelMode, Channel, MMChannelDefinition) |
| | a ChannelData object, ready to pass to an event More...
|
| |
|
| override void | AutomateTargetAcquisition () |
| | A method meant to be implemented per feedback letting you specify what happens (usually setting a target) More...
|
| |
| override void | CustomInitialization (MMF_Player owner) |
| | On init, we set our initial and destination positions (transform will take precedence over vector3s) More...
|
| |
| virtual void | DeterminePositions () |
| |
| override void | CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f) |
| | On Play, we move our object from A to B More...
|
| |
| virtual IEnumerator | MoveAlongCurve (GameObject movingObject, Vector3 initialPosition, float duration, float intensityMultiplier) |
| | Moves the object along a curve More...
|
| |
| virtual void | ComputeNewCurvePosition (GameObject movingObject, Vector3 initialPosition, float percent, float intensityMultiplier) |
| | Evaluates the position curves and computes the new position More...
|
| |
| virtual IEnumerator | MoveFromTo (GameObject movingObject, Vector3 pointA, Vector3 pointB, float duration, MMTweenType tweenType) |
| | Moves an object from point A to point B in a given time More...
|
| |
| virtual Vector3 | GetPosition (Transform target) |
| | Gets the world, local or anchored position More...
|
| |
| virtual void | SetPosition (Transform target, Vector3 newPosition) |
| | Sets the position, localposition or anchoredposition of the target More...
|
| |
| override void | CustomStopFeedback (Vector3 position, float feedbacksIntensity=1.0f) |
| | On stop, we interrupt movement if it was active More...
|
| |
| override void | CustomRestoreInitialValues () |
| | On restore, we put our object back at its initial position More...
|
| |
| virtual void | AutomateTargetAcquisitionInternal () |
| | Performs automated target acquisition, if needed More...
|
| |
| virtual GameObject | FindAutomatedTargetGameObject () |
| |
| virtual T | FindAutomatedTarget< T > () |
| |
| virtual IEnumerator | PlayCoroutine (Vector3 position, float feedbacksIntensity=1.0f) |
| | An internal coroutine delaying the initial play of the feedback More...
|
| |
| virtual void | RegularPlay (Vector3 position, float feedbacksIntensity=1.0f) |
| | Triggers delaying coroutines if needed More...
|
| |
| virtual void | TriggerCustomPlay (Vector3 position, float intensity) |
| | Triggers a custom play More...
|
| |
| virtual IEnumerator | InfinitePlay (Vector3 position, float feedbacksIntensity=1.0f) |
| | Internal coroutine used for repeated play without end More...
|
| |
| virtual IEnumerator | RepeatedPlay (Vector3 position, float feedbacksIntensity=1.0f) |
| | Internal coroutine used for repeated play More...
|
| |
| virtual IEnumerator | TriggerRepeatedPlay (Vector3 position, float feedbacksIntensity=1.0f) |
| |
| virtual IEnumerator | SequenceCoroutine (Vector3 position, float feedbacksIntensity=1.0f) |
| | A coroutine used to play this feedback on a sequence More...
|
| |
| virtual IEnumerator | ForceInitialValueDelayedCo (Vector3 position, float feedbacksIntensity=1.0f) |
| | A coroutine used to delay the Stop when forcing initial values (used mostly with shaker based feedbacks) More...
|
| |
| virtual float | ApplyTimeMultiplier (float duration) |
| | Applies the host MMFeedbacks' time multiplier to this feedback More...
|
| |
| virtual IEnumerator | WaitFor (float delay) |
| | Internal method used to wait for a duration, on scaled or unscaled time More...
|
| |
| virtual float | ApplyDirection (float normalizedTime) |
| | Returns a new value of the normalized time based on the current play direction of this feedback More...
|
| |
| virtual void | CustomSkipToTheEnd (Vector3 position, float feedbacksIntensity=1.0f) |
| | This method describes what happens when the feedback gets skipped to the end More...
|
| |
| virtual void | CustomPlayerComplete () |
| | This method describes what happens when the player this feedback belongs to completes playing More...
|
| |
| virtual void | CustomReset () |
| | This method describes what happens when the feedback gets reset More...
|
| |
this feedback will let you animate the position of