This feedback allows you to control URP Film Grain intensity over time. It requires you have in your scene an object with a Volume with Film Grain active, and a MMFilmGrainShaker_URP component.
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int | Channel = 0 |
| sets the inspector color for this feedback More...
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float | Duration = 0.2f |
| the duration of the shake, in seconds More...
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bool | ResetShakerValuesAfterShake = true |
| whether or not to reset shaker values after shake More...
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bool | ResetTargetValuesAfterShake = true |
| whether or not to reset the target's values after shake More...
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AnimationCurve | Intensity = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0)) |
| the curve to animate the intensity on More...
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float | RemapIntensityZero = 0f |
| the value to remap the curve's zero to More...
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float | RemapIntensityOne = 1.0f |
| the value to remap the curve's one to More...
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bool | RelativeIntensity = false |
| whether or not to add to the initial intensity 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 | CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f) |
| Triggers a Film Grain shake More...
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override void | CustomStopFeedback (Vector3 position, float feedbacksIntensity=1) |
| On stop we stop our transition 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 | 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 shake 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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This feedback allows you to control URP Film Grain intensity over time. It requires you have in your scene an object with a Volume with Film Grain active, and a MMFilmGrainShaker_URP component.
◆ CustomPlayFeedback()
override void MoreMountains.FeedbacksForThirdParty.MMFeedbackFilmGrain_URP.CustomPlayFeedback |
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Vector3 |
position, |
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float |
feedbacksIntensity = 1.0f |
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protectedvirtual |
◆ CustomStopFeedback()
override void MoreMountains.FeedbacksForThirdParty.MMFeedbackFilmGrain_URP.CustomStopFeedback |
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Vector3 |
position, |
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float |
feedbacksIntensity = 1 |
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protectedvirtual |
◆ Channel
int MoreMountains.FeedbacksForThirdParty.MMFeedbackFilmGrain_URP.Channel = 0 |
sets the inspector color for this feedback
the channel to emit on
◆ Duration
float MoreMountains.FeedbacksForThirdParty.MMFeedbackFilmGrain_URP.Duration = 0.2f |
the duration of the shake, in seconds
◆ FeedbackTypeAuthorized
bool MoreMountains.FeedbacksForThirdParty.MMFeedbackFilmGrain_URP.FeedbackTypeAuthorized = true |
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static |
a static bool used to disable all feedbacks of this type at once
◆ Intensity
AnimationCurve MoreMountains.FeedbacksForThirdParty.MMFeedbackFilmGrain_URP.Intensity = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0)) |
the curve to animate the intensity on
◆ RelativeIntensity
bool MoreMountains.FeedbacksForThirdParty.MMFeedbackFilmGrain_URP.RelativeIntensity = false |
whether or not to add to the initial intensity
◆ RemapIntensityOne
float MoreMountains.FeedbacksForThirdParty.MMFeedbackFilmGrain_URP.RemapIntensityOne = 1.0f |
the value to remap the curve's one to
◆ RemapIntensityZero
float MoreMountains.FeedbacksForThirdParty.MMFeedbackFilmGrain_URP.RemapIntensityZero = 0f |
the value to remap the curve's zero to
◆ ResetShakerValuesAfterShake
bool MoreMountains.FeedbacksForThirdParty.MMFeedbackFilmGrain_URP.ResetShakerValuesAfterShake = true |
whether or not to reset shaker values after shake
◆ ResetTargetValuesAfterShake
bool MoreMountains.FeedbacksForThirdParty.MMFeedbackFilmGrain_URP.ResetTargetValuesAfterShake = true |
whether or not to reset the target's values after shake
◆ FeedbackDuration
override float MoreMountains.FeedbacksForThirdParty.MMFeedbackFilmGrain_URP.FeedbackDuration |
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getset |
the duration of this feedback is the duration of the shake
The documentation for this class was generated from the following file:
- Assets/InfiniteRunnerEngine/ThirdParty/MoreMountains/MMFeedbacks/MMFeedbacksForThirdParty/URP/Feedbacks/Legacy/MMFeedbackFilmGrain_URP.cs