This feedback will let you change the priorities of your cameras. It requires a bit of setup : adding a MMCinemachinePriorityListener to your different cameras, with unique Channel values on them. Optionally, you can add a MMCinemachinePriorityBrainListener on your Cinemachine Brain to handle different transition types and durations. Then all you have to do is pick a channel and a new priority on your feedback, and play it. Magic transition!
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override void | CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f) |
| Triggers a priority change on listening virtual cameras 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 | CustomInitialization (GameObject owner) |
| This method describes all custom initialization processes the feedback requires, in addition to the main Initialization method More...
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virtual void | CustomStopFeedback (Vector3 position, float feedbacksIntensity=1.0f) |
| This method describes what happens when the feedback gets stopped 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] |
| sets the inspector color for this feedback 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 change the priorities of your cameras. It requires a bit of setup : adding a MMCinemachinePriorityListener to your different cameras, with unique Channel values on them. Optionally, you can add a MMCinemachinePriorityBrainListener on your Cinemachine Brain to handle different transition types and durations. Then all you have to do is pick a channel and a new priority on your feedback, and play it. Magic transition!
◆ Modes
◆ CustomPlayFeedback()
override void MoreMountains.FeedbacksForThirdParty.MMFeedbackCinemachineTransition.CustomPlayFeedback |
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Vector3 |
position, |
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float |
feedbacksIntensity = 1.0f |
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protectedvirtual |
◆ _tempBlend
CinemachineBlendDefinition MoreMountains.FeedbacksForThirdParty.MMFeedbackCinemachineTransition._tempBlend |
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protected |
◆ BlendDefintion
CinemachineBlendDefinition MoreMountains.FeedbacksForThirdParty.MMFeedbackCinemachineTransition.BlendDefintion |
the new blend definition to apply
◆ Channel
int MoreMountains.FeedbacksForThirdParty.MMFeedbackCinemachineTransition.Channel = 0 |
◆ FeedbackTypeAuthorized
bool MoreMountains.FeedbacksForThirdParty.MMFeedbackCinemachineTransition.FeedbackTypeAuthorized = true |
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static |
a static bool used to disable all feedbacks of this type at once
◆ ForceMaxPriority
bool MoreMountains.FeedbacksForThirdParty.MMFeedbackCinemachineTransition.ForceMaxPriority = true |
whether or not to force all virtual cameras on other channels to reset their priority to zero
◆ ForceTransition
bool MoreMountains.FeedbacksForThirdParty.MMFeedbackCinemachineTransition.ForceTransition = false |
whether or not to apply a new blend
◆ Mode
Modes MoreMountains.FeedbacksForThirdParty.MMFeedbackCinemachineTransition.Mode = Modes.Event |
the selected mode (either via event, or via direct binding of a specific camera)
◆ NewPriority
int MoreMountains.FeedbacksForThirdParty.MMFeedbackCinemachineTransition.NewPriority = 10 |
the new priority to apply to all virtual cameras on the specified channel
◆ ResetValuesAfterTransition
bool MoreMountains.FeedbacksForThirdParty.MMFeedbackCinemachineTransition.ResetValuesAfterTransition = true |
whether or not to reset the target's values after shake
◆ TargetVirtualCamera
CinemachineVirtualCamera MoreMountains.FeedbacksForThirdParty.MMFeedbackCinemachineTransition.TargetVirtualCamera |
the virtual camera to target
◆ FeedbackDuration
override float MoreMountains.FeedbacksForThirdParty.MMFeedbackCinemachineTransition.FeedbackDuration |
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getset |
sets the inspector color for this feedback
the duration of this feedback is the duration of the shake
The documentation for this class was generated from the following file: