This feedback will let you control the texture offset of a target material over time
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Renderer | TargetRenderer |
| the renderer on which to change texture offset on More...
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int | MaterialIndex = 0 |
| the material index More...
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string | MaterialPropertyName = "_MainTex_ST" |
| the property name, for example _MainTex_ST, or _MainTex if you don't have UseMaterialPropertyBlocks set to true More...
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Modes | Mode = Modes.OverTime |
| whether the feedback should affect the material instantly or over a period of time More...
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float | Duration = 0.2f |
| how long the material should change over time More...
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bool | RelativeValues = true |
| whether or not the values should be relative 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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bool | UseMaterialPropertyBlocks = false |
| if this is true, this component will use material property blocks instead of working on an instance of the material. More...
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AnimationCurve | OffsetCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0)) |
| the curve to tween the offset on More...
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Vector2 | RemapZero = Vector2.zero |
| the value to remap the offset curve's 0 to More...
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Vector2 | RemapOne = Vector2.one |
| the value to remap the offset curve's 1 to More...
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Vector2 | InstantOffset |
| 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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string | Label = "MMFeedback" |
| the name of this feedback to display in the inspector 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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MMFeedbackTiming | Timing |
| a number of timing-related values (delay, repeat, etc) 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 (GameObject owner) |
| On init we store our initial texture offset More...
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override void | CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f) |
| On Play we initiate our offset change More...
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virtual IEnumerator | TransitionCo (float intensityMultiplier) |
| This coroutine will modify the offset value over time More...
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virtual void | SetMaterialValues (float time, float intensityMultiplier) |
| Applies offset to the target material More...
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virtual void | ApplyValue (Vector2 newValue) |
| Applies the specified value to the material More...
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override void | CustomStopFeedback (Vector3 position, float feedbacksIntensity=1) |
| Stops this feedback More...
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virtual void | OnEnable () |
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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 | 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 float | ApplyTimeMultiplier (float duration) |
| Applies the host MMFeedbacks' time multiplier to this feedback 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 transition More...
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GameObject | Owner [getset] |
| the Owner of the feedback, as defined when calling the Initialization method 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 | 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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float | FeedbackTime [get] |
| the time (or unscaled time) based on the selected Timing settings More...
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float | FeedbackDeltaTime [get] |
| the delta time (or unscaled delta time) based on the selected Timing settings More...
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float | TotalDuration [get] |
| The total duration of this feedback : total = initial delay + duration * (number of repeats + delay between repeats)
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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 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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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 void | Initialization (GameObject owner) |
| Initializes the feedback and its timing related variables More...
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virtual void | Play (Vector3 position, float feedbacksIntensity=1.0f) |
| Plays the feedback 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 | ResetFeedback () |
| Calls this feedback's custom reset 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 | 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...
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This feedback will let you control the texture offset of a target material over time