Add this to a light to have it receive MMLightShakeEvents from feedbacks or to shake it locally
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| override void | StartListening () |
| | Starts listening for events More...
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| override void | StopListening () |
| | Stops listening for events More...
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| virtual void | OnMMLightShakeEvent (float shakeDuration, bool relativeValues, bool modifyColor, Gradient colorOverTime, AnimationCurve intensityCurve, float remapIntensityZero, float remapIntensityOne, AnimationCurve rangeCurve, float remapRangeZero, float remapRangeOne, AnimationCurve shadowStrengthCurve, float remapShadowStrengthZero, float remapShadowStrengthOne, float feedbacksIntensity=1.0f, MMChannelData channelData=null, bool resetShakerValuesAfterShake=true, bool resetTargetValuesAfterShake=true, bool useRange=false, float eventRange=0f, Vector3 eventOriginPosition=default(Vector3)) |
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| virtual float | GetTime () |
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| virtual float | GetDeltaTime () |
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| virtual void | ForceInitialization () |
| | Call this externally if you need to force a new initialization More...
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| virtual void | StartShaking () |
| | Starts shaking the values More...
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| virtual void | Play () |
| | Starts this shaker More...
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| virtual void | Stop () |
| | Stops this shaker More...
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| virtual float | ComputeRangeIntensity (bool useRange, float rangeDistance, bool useRangeFalloff, AnimationCurve rangeFalloff, Vector2 remapRangeFalloff, Vector3 rangePosition) |
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| Light | BoundLight |
| | the light to affect when playing the feedback More...
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| bool | StartsOff = true |
| | whether or not that light 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 | ModifyColor = true |
| | whether or not this shaker should modify color More...
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| Gradient | ColorOverTime |
| | the colors to apply to the light over time More...
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| AnimationCurve | IntensityCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0)) |
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| float | RemapIntensityZero = 0f |
| | the value to remap the intensity curve's 0 to More...
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| float | RemapIntensityOne = 1f |
| | the value to remap the intensity curve's 1 to More...
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| AnimationCurve | RangeCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0)) |
| | the range to apply to the light over time More...
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| float | RemapRangeZero = 0f |
| | the value to remap the range curve's 0 to More...
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| float | RemapRangeOne = 10f |
| | the value to remap the range curve's 0 to More...
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| AnimationCurve | ShadowStrengthCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0)) |
| | the range to apply to the light over time More...
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| float | RemapShadowStrengthZero = 0f |
| | the value to remap the shadow strength's curve's 0 to More...
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| float | RemapShadowStrengthOne = 1f |
| | the value to remap the shadow strength's curve's 1 to More...
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| MMChannelModes | ChannelMode = MMChannelModes.Int |
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| int | Channel = 0 |
| | the channel to listen to - has to match the one on the feedback More...
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| MMChannel | MMChannelDefinition = null |
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| float | ShakeDuration = 0.2f |
| | the duration of the shake, in seconds More...
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| bool | PlayOnAwake = false |
| | if this is true this shaker will play on awake More...
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| bool | PermanentShake = false |
| | if this is true, the shaker will shake permanently as long as its game object is active More...
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| bool | Interruptible = true |
| | if this is true, a new shake can happen while shaking More...
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| bool | AlwaysResetTargetValuesAfterShake = false |
| | if this is true, this shaker will always reset target values, regardless of how it was called More...
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| bool | OnlyUseShakerValues = false |
| | if this is true, this shaker will ignore any value passed in an event that triggered it, and will instead use the values set on its inspector More...
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| float | CooldownBetweenShakes = 0f |
| | a cooldown, in seconds, after a shake, during which no other shake can start More...
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| bool | Shaking = false |
| | whether or not this shaker is shaking right now More...
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| bool | ForwardDirection = true |
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| TimescaleModes | TimescaleMode = TimescaleModes.Scaled |
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| virtual MMChannelData | ChannelData => new MMChannelData(ChannelMode, Channel, MMChannelDefinition) |
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| virtual bool | ListeningToEvents => _listeningToEvents |
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| override void | Initialization () |
| | On init we initialize our values More...
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| virtual void | Reset () |
| | When that shaker gets added, we initialize its shake duration More...
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| override void | Shake () |
| | Shakes values over time More...
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| override void | GrabInitialValues () |
| | Collects initial values on the target More...
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| override void | ResetTargetValues () |
| | Resets the target's values More...
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| override void | ResetShakerValues () |
| | Resets the shaker's values More...
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| virtual void | Awake () |
| | On Awake we grab our volume and profile More...
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| virtual void | SetShakeStartedTimestamp () |
| | Logs the start timestamp for this shaker More...
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| virtual void | ShakeStarts () |
| | Describes what happens when a shake starts More...
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| virtual void | Update () |
| | On Update, we shake our values if needed, or reset if our shake has ended More...
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| virtual float | ShakeFloat (AnimationCurve curve, float remapMin, float remapMax, bool relativeIntensity, float initialValue) |
| | A method used to "shake" a flot over time along a curve More...
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| virtual Color | ShakeGradient (Gradient gradient) |
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| virtual void | ShakeComplete () |
| | Describes what happens when the shake is complete More...
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| virtual void | OnEnable () |
| | On enable we start shaking if needed More...
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| virtual void | OnDestroy () |
| | On destroy we stop listening for events More...
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| virtual void | OnDisable () |
| | On disable we complete our shake if it was in progress More...
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| virtual bool | CheckEventAllowed (MMChannelData channelData, bool useRange=false, float range=0f, Vector3 eventOriginPosition=default(Vector3)) |
| | Returns true if this shaker should listen to events, false otherwise More...
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Add this to a light to have it receive MMLightShakeEvents from feedbacks or to shake it locally