This feedback will let you target (almost) any property, on any object in your scene. It also works on scriptable objects. Drag an object, select a property, and setup your feedback " + to update that property over time
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MMPropertyReceiver | Target |
| the receiver to write the level to More...
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Modes | Mode = Modes.OverTime |
| whether the feedback should affect the target property instantly or over a period of time More...
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float | Duration = 0.2f |
| how long the target property should change over time More...
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bool | StartsOff = false |
| whether or not that target property should be turned off on start More...
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bool | RelativeValues = true |
| whether or not the values should be relative or not More...
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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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MMTweenType | LevelCurve = new MMTweenType(new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0))) |
| the curve to tween the intensity on More...
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float | RemapLevelZero = 0f |
| the value to remap the intensity curve's 0 to More...
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float | RemapLevelOne = 1f |
| the value to remap the intensity curve's 1 to More...
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float | InstantLevel |
| the value to move the intensity to in instant mode 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 turn the target property off if needed More...
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override void | CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f) |
| On Play we turn our target property on and start an over time coroutine if needed More...
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virtual IEnumerator | UpdateValueSequence (float intensityMultiplier) |
| This coroutine will modify the values on the target property More...
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virtual void | SetValues (float time, float intensityMultiplier) |
| Sets the various values on the target property on a specified time (between 0 and 1) More...
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override void | CustomStopFeedback (Vector3 position, float feedbacksIntensity=1) |
| Turns the target property object off on stop if needed More...
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virtual void | Turn (bool status) |
| Turns the target object on or off 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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virtual void | CustomReset () |
| This method describes what happens when the feedback gets reset More...
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override float? | FeedbackDuration [getset] |
| the duration of this feedback is the duration of the target property, or 0 if instant 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
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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 let you target (almost) any property, on any object in your scene. It also works on scriptable objects. Drag an object, select a property, and setup your feedback " + to update that property over time