Infinite Runner Engine v1.9
Public Types | Public Attributes | Static Public Attributes | Protected Member Functions | List of all members
MoreMountains.Feedbacks.MMFeedbackParticles Class Reference

This feedback will play the associated particles system on play, and stop it on stop More...

Inheritance diagram for MoreMountains.Feedbacks.MMFeedbackParticles:
MoreMountains.Feedbacks.MMFeedback

Public Types

enum  Modes { Play , Stop , Pause }
 sets the inspector color for this feedback More...
 

Public Attributes

Modes Mode = Modes.Play
 whether to Play, Stop or Pause the target particle system when that feedback is played More...
 
ParticleSystem BoundParticleSystem
 the particle system to play with this feedback More...
 
List< ParticleSystem > RandomParticleSystems
 a list of (optional) particle systems More...
 
bool MoveToPosition = false
 if this is true, the particles will be moved to the position passed in parameters More...
 
bool ActivateOnPlay = false
 if this is true, the particle system's object will be set active on play More...
 
- Public Attributes inherited from MoreMountains.Feedbacks.MMFeedback
bool Active = true
 whether or not this feedback is active More...
 
string Label = "MMFeedback"
 the name of this feedback to display in the inspector More...
 
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...
 
MMFeedbackTiming Timing
 a number of timing-related values (delay, repeat, etc) More...
 
bool DebugActive = false
 whether or not this feedback is in debug mode More...
 

Static Public Attributes

static bool FeedbackTypeAuthorized = true
 a static bool used to disable all feedbacks of this type at once More...
 

Protected Member Functions

override void CustomInitialization (GameObject owner)
 On init we stop our particle system More...
 
override void CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f)
 On play we play our particle system More...
 
override void CustomStopFeedback (Vector3 position, float feedbacksIntensity=1.0f)
 On Stop, stops the particle system More...
 
override void CustomReset ()
 On Reset, stops the particle system More...
 
virtual void PlayParticles (Vector3 position)
 Plays a particle system More...
 
virtual void StopParticles ()
 Stops all particle systems More...
 
- Protected Member Functions inherited from MoreMountains.Feedbacks.MMFeedback
virtual void OnEnable ()
 
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 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 SequenceCoroutine (Vector3 position, float feedbacksIntensity=1.0f)
 A coroutine used to play this feedback on a sequence 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 float ApplyTimeMultiplier (float duration)
 Applies the host MMFeedbacks' time multiplier to this feedback More...
 

Additional Inherited Members

- Public Member Functions inherited from MoreMountains.Feedbacks.MMFeedback
virtual void Initialization (GameObject owner)
 Initializes the feedback and its timing related variables More...
 
virtual void Play (Vector3 position, float feedbacksIntensity=1.0f)
 Plays the feedback More...
 
virtual void Stop (Vector3 position, float feedbacksIntensity=1.0f)
 Stops all feedbacks from playing. Will stop repeating feedbacks, and call custom stop implementations More...
 
virtual void ResetFeedback ()
 Calls this feedback's custom reset More...
 
virtual void SetSequence (MMSequence newSequence)
 Use this method to change this feedback's sequence at runtime More...
 
virtual void SetDelayBetweenRepeats (float delay)
 Use this method to specify a new delay between repeats at runtime More...
 
virtual void SetInitialDelay (float delay)
 Use this method to specify a new initial delay at runtime More...
 
- Protected Attributes inherited from MoreMountains.Feedbacks.MMFeedback
float _lastPlayTimestamp = -1f
 
int _playsLeft
 
bool _initialized = false
 
Coroutine _playCoroutine
 
Coroutine _infinitePlayCoroutine
 
Coroutine _sequenceCoroutine
 
Coroutine _repeatedPlayCoroutine
 
int _sequenceTrackID = 0
 
MMFeedbacks _hostMMFeedbacks
 
float _beatInterval
 
bool BeatThisFrame = false
 
int LastBeatIndex = 0
 
int CurrentSequenceIndex = 0
 
float LastBeatTimestamp = 0f
 
bool _isHostMMFeedbacksNotNull
 
- Properties inherited from MoreMountains.Feedbacks.MMFeedback
GameObject Owner [getset]
 the Owner of the feedback, as defined when calling the Initialization method More...
 
virtual IEnumerator Pause [get]
 set this to true if your feedback should pause the execution of the feedback sequence More...
 
virtual bool HoldingPause [get]
 if this is true, this feedback will wait until all previous feedbacks have run More...
 
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...
 
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...
 
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...
 
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...
 
virtual bool InCooldown [get]
 returns true if this feedback is in cooldown at this time (and thus can't play), false otherwise More...
 
virtual bool IsPlaying [getset]
 if this is true, this feedback is currently playing More...
 
float FeedbackTime [get]
 the time (or unscaled time) based on the selected Timing settings More...
 
float FeedbackDeltaTime [get]
 the delta time (or unscaled delta time) based on the selected Timing settings More...
 
float TotalDuration [get]
 The total duration of this feedback : total = initial delay + duration * (number of repeats + delay between repeats)
More...
 
virtual float FeedbackStartedAt [get]
 
virtual float FeedbackDuration [getset]
 
virtual bool FeedbackPlaying [get]
 whether or not this feedback is playing right now More...
 
virtual bool NormalPlayDirection [get]
 Returns true if this feedback should play normally, or false if it should play in rewind More...
 
virtual bool ShouldPlayInThisSequenceDirection [get]
 Returns true if this feedback should play in the current parent MMFeedbacks direction, according to its MMFeedbacksDirectionCondition setting More...
 
virtual float? FinalNormalizedTime [get]
 Returns the t value at which to evaluate a curve at the end of this feedback's play time More...
 

Detailed Description

This feedback will play the associated particles system on play, and stop it on stop

Member Enumeration Documentation

◆ Modes

sets the inspector color for this feedback

Enumerator
Play 
Stop 
Pause 

Member Function Documentation

◆ CustomInitialization()

override void MoreMountains.Feedbacks.MMFeedbackParticles.CustomInitialization ( GameObject  owner)
protectedvirtual

On init we stop our particle system

Parameters
owner

Reimplemented from MoreMountains.Feedbacks.MMFeedback.

◆ CustomPlayFeedback()

override void MoreMountains.Feedbacks.MMFeedbackParticles.CustomPlayFeedback ( Vector3  position,
float  feedbacksIntensity = 1.0f 
)
protectedvirtual

On play we play our particle system

Parameters
position
feedbacksIntensity

Implements MoreMountains.Feedbacks.MMFeedback.

◆ CustomReset()

override void MoreMountains.Feedbacks.MMFeedbackParticles.CustomReset ( )
protectedvirtual

On Reset, stops the particle system

Reimplemented from MoreMountains.Feedbacks.MMFeedback.

◆ CustomStopFeedback()

override void MoreMountains.Feedbacks.MMFeedbackParticles.CustomStopFeedback ( Vector3  position,
float  feedbacksIntensity = 1.0f 
)
protectedvirtual

On Stop, stops the particle system

Parameters
position
feedbacksIntensity

Reimplemented from MoreMountains.Feedbacks.MMFeedback.

◆ PlayParticles()

virtual void MoreMountains.Feedbacks.MMFeedbackParticles.PlayParticles ( Vector3  position)
protectedvirtual

Plays a particle system

Parameters
position

◆ StopParticles()

virtual void MoreMountains.Feedbacks.MMFeedbackParticles.StopParticles ( )
protectedvirtual

Stops all particle systems

Member Data Documentation

◆ ActivateOnPlay

bool MoreMountains.Feedbacks.MMFeedbackParticles.ActivateOnPlay = false

if this is true, the particle system's object will be set active on play

◆ BoundParticleSystem

ParticleSystem MoreMountains.Feedbacks.MMFeedbackParticles.BoundParticleSystem

the particle system to play with this feedback

◆ FeedbackTypeAuthorized

bool MoreMountains.Feedbacks.MMFeedbackParticles.FeedbackTypeAuthorized = true
static

a static bool used to disable all feedbacks of this type at once

◆ Mode

Modes MoreMountains.Feedbacks.MMFeedbackParticles.Mode = Modes.Play

whether to Play, Stop or Pause the target particle system when that feedback is played

◆ MoveToPosition

bool MoreMountains.Feedbacks.MMFeedbackParticles.MoveToPosition = false

if this is true, the particles will be moved to the position passed in parameters

◆ RandomParticleSystems

List<ParticleSystem> MoreMountains.Feedbacks.MMFeedbackParticles.RandomParticleSystems

a list of (optional) particle systems


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