Infinite Runner Engine v1.9
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Add this to a SpriteRenderer to have it receive MMSpriteRendererShakeEvents from feedbacks or to shake it locally More...
Public Member Functions | |
override void | StartListening () |
Starts listening for events More... | |
override void | StopListening () |
Stops listening for events More... | |
virtual void | OnMMSpriteRendererShakeEvent (float shakeDuration, bool modifyColor, Gradient colorOverTime, bool flipX, bool flipY, float feedbacksIntensity=1.0f, int channel=0, bool resetShakerValuesAfterShake=true, bool resetTargetValuesAfterShake=true, bool useRange=false, float eventRange=0f, Vector3 eventOriginPosition=default(Vector3)) |
Public Member Functions inherited from MoreMountains.Feedbacks.MMShaker | |
virtual float | GetTime () |
virtual float | GetDeltaTime () |
virtual void | StartShaking () |
Starts shaking the values More... | |
virtual void | Play () |
Starts this shaker More... | |
virtual void | Stop () |
Stops this shaker More... | |
Public Attributes | |
SpriteRenderer | BoundSpriteRenderer |
the SpriteRenderer to affect when playing the feedback More... | |
bool | StartsOff = true |
whether or not that SpriteRenderer should be turned off on start More... | |
bool | ModifyColor = true |
whether or not this shaker should modify color More... | |
Gradient | ColorOverTime |
the colors to apply to the SpriteRenderer over time More... | |
bool | FlipX = false |
whether or not to flip the sprite on X More... | |
bool | FlipY = false |
whether or not to flip the sprite on Y More... | |
Public Attributes inherited from MoreMountains.Feedbacks.MMShaker | |
int | Channel = 0 |
the channel to listen to - has to match the one on the feedback More... | |
float | ShakeDuration = 0.2f |
the duration of the shake, in seconds More... | |
bool | PlayOnAwake = false |
if this is true this shaker will play on awake More... | |
bool | Interruptible = true |
if this is true, a new shake can happen while shaking More... | |
bool | AlwaysResetTargetValuesAfterShake = false |
if this is true, this shaker will always reset target values, regardless of how it was called More... | |
float | CooldownBetweenShakes = 0f |
a cooldown, in seconds, after a shake, during which no other shake can start More... | |
bool | Shaking = false |
whether or not this shaker is shaking right now More... | |
bool | ForwardDirection = true |
TimescaleModes | TimescaleMode = TimescaleModes.Scaled |
Protected Member Functions | |
override void | Initialization () |
On init we initialize our values More... | |
virtual void | Reset () |
When that shaker gets added, we initialize its shake duration More... | |
override void | Shake () |
Shakes values over time More... | |
override void | GrabInitialValues () |
Collects initial values on the target More... | |
override void | ResetTargetValues () |
Resets the target's values More... | |
override void | ResetShakerValues () |
Resets the shaker's values More... | |
Protected Member Functions inherited from MoreMountains.Feedbacks.MMShaker | |
virtual void | Awake () |
On Awake we grab our volume and profile More... | |
virtual void | ShakeStarts () |
Describes what happens when a shake starts More... | |
virtual void | Update () |
On Update, we shake our values if needed, or reset if our shake has ended More... | |
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... | |
virtual void | ShakeComplete () |
Describes what happens when the shake is complete More... | |
virtual void | OnEnable () |
On enable we start shaking if needed More... | |
virtual void | OnDestroy () |
On destroy we stop listening for events More... | |
virtual void | OnDisable () |
On disable we complete our shake if it was in progress More... | |
virtual bool | CheckEventAllowed (int channel, bool useRange=false, float range=0f, Vector3 eventOriginPosition=default(Vector3)) |
Returns true if this shaker should listen to events, false otherwise More... | |
Protected Attributes | |
Color | _initialColor |
bool | _originalModifyColor |
float | _originalShakeDuration |
Gradient | _originalColorOverTime |
bool | _originalFlipX |
bool | _originalFlipY |
Protected Attributes inherited from MoreMountains.Feedbacks.MMShaker | |
float | _shakeStartedTimestamp = -Single.MaxValue |
float | _remappedTimeSinceStart |
bool | _resetShakerValuesAfterShake |
bool | _resetTargetValuesAfterShake |
float | _journey |
Additional Inherited Members | |
Properties inherited from MoreMountains.Feedbacks.MMShaker | |
bool | ListeningToEvents [get] |
Add this to a SpriteRenderer to have it receive MMSpriteRendererShakeEvents from feedbacks or to shake it locally
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protectedvirtual |
Collects initial values on the target
Reimplemented from MoreMountains.Feedbacks.MMShaker.
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protectedvirtual |
On init we initialize our values
Reimplemented from MoreMountains.Feedbacks.MMShaker.
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protectedvirtual |
When that shaker gets added, we initialize its shake duration
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protectedvirtual |
Resets the shaker's values
Reimplemented from MoreMountains.Feedbacks.MMShaker.
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protectedvirtual |
Resets the target's values
Reimplemented from MoreMountains.Feedbacks.MMShaker.
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protectedvirtual |
Shakes values over time
Reimplemented from MoreMountains.Feedbacks.MMShaker.
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Starts listening for events
Reimplemented from MoreMountains.Feedbacks.MMShaker.
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Stops listening for events
Reimplemented from MoreMountains.Feedbacks.MMShaker.
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SpriteRenderer MoreMountains.Feedbacks.MMSpriteRendererShaker.BoundSpriteRenderer |
the SpriteRenderer to affect when playing the feedback
Gradient MoreMountains.Feedbacks.MMSpriteRendererShaker.ColorOverTime |
the colors to apply to the SpriteRenderer over time
bool MoreMountains.Feedbacks.MMSpriteRendererShaker.FlipX = false |
whether or not to flip the sprite on X
bool MoreMountains.Feedbacks.MMSpriteRendererShaker.FlipY = false |
whether or not to flip the sprite on Y
bool MoreMountains.Feedbacks.MMSpriteRendererShaker.ModifyColor = true |
whether or not this shaker should modify color
bool MoreMountains.Feedbacks.MMSpriteRendererShaker.StartsOff = true |
whether or not that SpriteRenderer should be turned off on start