Infinite Runner Engine v1.9
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Add this feedback to be able to trigger haptic feedbacks via the NiceVibration library. It'll let you create transient or continuous vibrations, play presets or advanced patterns via AHAP files, and stop any vibration at any time This feedback has been deprecated, and is just here to avoid errors in case you were to update from an old version. Use the new haptic feedbacks instead. More...
Public Types | |
enum | HapticTypes { Selection , Success , Warning , Failure , LightImpact , MediumImpact , HeavyImpact , RigidImpact , SoftImpact , None } |
enum | HapticMethods { NativePreset , Transient , Continuous , AdvancedPattern , Stop , AdvancedTransient , AdvancedContinuous } |
the possible haptic methods for this feedback More... | |
enum | Timescales { ScaledTime , UnscaledTime } |
the timescale to operate on More... | |
Public Attributes | |
HapticMethods | HapticMethod = HapticMethods.NativePreset |
the method to use when triggering this haptic feedback More... | |
HapticTypes | HapticType = HapticTypes.None |
the type of native preset to use More... | |
float | TransientIntensity = 1f |
the intensity of the transient haptic More... | |
float | TransientSharpness = 1f |
the sharpness of the transient haptic More... | |
bool | ATVibrateIOS = true |
whether or not to vibrate on iOS when in AdvancedTransient mode More... | |
float | ATIOSIntensity = 1f |
the intensity on iOS when in AdvancedTransient mode More... | |
float | ATIOSSharpness = 1f |
the sharpness on iOS when in AdvancedTransient mode More... | |
bool | ATVibrateAndroid = true |
whether or not to vibrate on android when in AdvancedTransient mode More... | |
bool | ATVibrateAndroidIfNoSupport = false |
whether or not to vibrate on android if no support for advanced vibrations when in AdvancedTransient mode More... | |
float | ATAndroidIntensity = 1f |
the intensity on android when in AdvancedTransient mode More... | |
float | ATAndroidSharpness = 1f |
the sharpness on android when in AdvancedTransient mode More... | |
bool | ATRumble = true |
whether or not to rumble when in AdvancedTransient mode More... | |
float | ATRumbleIntensity = 1f |
the rumble intensity when in AdvancedTransient mode More... | |
float | ATRumbleSharpness = 1f |
the rumble sharpness when in AdvancedTransient mode More... | |
int | ATRumbleControllerID = -1 |
the controllerID when in AdvancedTransient mode More... | |
float | InitialContinuousIntensity = 1f |
the intensity that should be used to initialize the continuous haptic More... | |
AnimationCurve | ContinuousIntensityCurve = new AnimationCurve(new Keyframe(0, 1), new Keyframe(1f, 1f)) |
the curve used to tween the continuous intensity More... | |
float | InitialContinuousSharpness = 1f |
the sharpness that should be used to initialize the continuous haptic More... | |
AnimationCurve | ContinuousSharpnessCurve = new AnimationCurve(new Keyframe(0, 1), new Keyframe(1f, 1f)) |
the curve used to tween the continuous sharpness More... | |
float | ContinuousDuration = 1f |
the duration of the continuous haptic More... | |
bool | APVibrateIOS = true |
whether or not to trigger advanced patterns on iOS More... | |
TextAsset | AHAPFileForIOS |
the AHAP file to use to trigger a pattern on iOS More... | |
bool | APVibrateAndroid = true |
whether or not to trigger advanced patterns on Android More... | |
bool | APVibrateAndroidIfNoSupport = false |
whether or not to vibrate if there's no haptics support More... | |
bool | APRumble = true |
the WaveFormFile to use to trigger a pattern on Android More... | |
int | AndroidRepeat = -1 |
the file to use to trigger a rumble on gamepad More... | |
int | RumbleRepeat = -1 |
the amount of times this should repeat on gamepad More... | |
HapticTypes | OldIOSFallback |
a haptic type to play on older iOS APIs (prior to iOS 13) More... | |
Timescales | Timescale = Timescales.UnscaledTime |
whether to run this on scaled or unscaled time More... | |
bool | AllowRumble = true |
whether or not this feedback should trigger a rumble on gamepad More... | |
int | ControllerID = -1 |
the ID of the controller to rumble (-1 : auto/current, 0 : first controller, 1 : second controller, etc) More... | |
bool | OutputDeprecationWarning = true |
if this is true, this feedback will output a warning when played More... | |
Public Attributes inherited from MoreMountains.Feedbacks.MMFeedback | |
bool | Active = true |
whether or not this feedback is active More... | |
string | Label = "MMFeedback" |
the name of this feedback to display in the inspector More... | |
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... | |
MMFeedbackTiming | Timing |
a number of timing-related values (delay, repeat, etc) More... | |
bool | DebugActive = false |
whether or not this feedback is in debug mode More... | |
Static Public Attributes | |
static bool | FeedbackTypeAuthorized = true |
a static bool used to disable all feedbacks of this type at once More... | |
Protected Member Functions | |
override void | CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f) |
When this feedback gets played More... | |
Protected Member Functions inherited from MoreMountains.Feedbacks.MMFeedback | |
virtual void | OnEnable () |
virtual IEnumerator | PlayCoroutine (Vector3 position, float feedbacksIntensity=1.0f) |
An internal coroutine delaying the initial play of the feedback More... | |
virtual void | RegularPlay (Vector3 position, float feedbacksIntensity=1.0f) |
Triggers delaying coroutines if needed More... | |
virtual IEnumerator | InfinitePlay (Vector3 position, float feedbacksIntensity=1.0f) |
Internal coroutine used for repeated play without end More... | |
virtual IEnumerator | RepeatedPlay (Vector3 position, float feedbacksIntensity=1.0f) |
Internal coroutine used for repeated play More... | |
virtual IEnumerator | SequenceCoroutine (Vector3 position, float feedbacksIntensity=1.0f) |
A coroutine used to play this feedback on a sequence More... | |
virtual float | ApplyDirection (float normalizedTime) |
Returns a new value of the normalized time based on the current play direction of this feedback More... | |
virtual float | ApplyTimeMultiplier (float duration) |
Applies the host MMFeedbacks' time multiplier to this feedback More... | |
virtual void | CustomInitialization (GameObject owner) |
This method describes all custom initialization processes the feedback requires, in addition to the main Initialization method More... | |
virtual void | CustomStopFeedback (Vector3 position, float feedbacksIntensity=1.0f) |
This method describes what happens when the feedback gets stopped More... | |
virtual void | CustomReset () |
This method describes what happens when the feedback gets reset More... | |
Static Protected Attributes | |
static bool | _continuousPlaying = false |
static float | _continuousStartedAt = 0f |
Additional Inherited Members | |
Public Member Functions inherited from MoreMountains.Feedbacks.MMFeedback | |
virtual void | Initialization (GameObject owner) |
Initializes the feedback and its timing related variables More... | |
virtual void | Play (Vector3 position, float feedbacksIntensity=1.0f) |
Plays the feedback More... | |
virtual void | Stop (Vector3 position, float feedbacksIntensity=1.0f) |
Stops all feedbacks from playing. Will stop repeating feedbacks, and call custom stop implementations More... | |
virtual void | ResetFeedback () |
Calls this feedback's custom reset More... | |
virtual void | SetSequence (MMSequence newSequence) |
Use this method to change this feedback's sequence at runtime More... | |
virtual void | SetDelayBetweenRepeats (float delay) |
Use this method to specify a new delay between repeats at runtime More... | |
virtual void | SetInitialDelay (float delay) |
Use this method to specify a new initial delay at runtime More... | |
Protected Attributes inherited from MoreMountains.Feedbacks.MMFeedback | |
float | _lastPlayTimestamp = -1f |
int | _playsLeft |
bool | _initialized = false |
Coroutine | _playCoroutine |
Coroutine | _infinitePlayCoroutine |
Coroutine | _sequenceCoroutine |
Coroutine | _repeatedPlayCoroutine |
int | _sequenceTrackID = 0 |
MMFeedbacks | _hostMMFeedbacks |
float | _beatInterval |
bool | BeatThisFrame = false |
int | LastBeatIndex = 0 |
int | CurrentSequenceIndex = 0 |
float | LastBeatTimestamp = 0f |
bool | _isHostMMFeedbacksNotNull |
Properties inherited from MoreMountains.Feedbacks.MMFeedback | |
GameObject | Owner [getset] |
the Owner of the feedback, as defined when calling the Initialization method More... | |
virtual IEnumerator | Pause [get] |
set this to true if your feedback should pause the execution of the feedback sequence More... | |
virtual bool | HoldingPause [get] |
if this is true, this feedback will wait until all previous feedbacks have run More... | |
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... | |
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... | |
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... | |
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... | |
virtual bool | InCooldown [get] |
returns true if this feedback is in cooldown at this time (and thus can't play), false otherwise More... | |
virtual bool | IsPlaying [getset] |
if this is true, this feedback is currently playing More... | |
float | FeedbackTime [get] |
the time (or unscaled time) based on the selected Timing settings More... | |
float | FeedbackDeltaTime [get] |
the delta time (or unscaled delta time) based on the selected Timing settings More... | |
float | TotalDuration [get] |
The total duration of this feedback : total = initial delay + duration * (number of repeats + delay between repeats) More... | |
virtual float | FeedbackStartedAt [get] |
virtual float | FeedbackDuration [getset] |
virtual bool | FeedbackPlaying [get] |
whether or not this feedback is playing right now More... | |
virtual bool | NormalPlayDirection [get] |
Returns true if this feedback should play normally, or false if it should play in rewind More... | |
virtual bool | ShouldPlayInThisSequenceDirection [get] |
Returns true if this feedback should play in the current parent MMFeedbacks direction, according to its MMFeedbacksDirectionCondition setting More... | |
virtual float? | FinalNormalizedTime [get] |
Returns the t value at which to evaluate a curve at the end of this feedback's play time More... | |
Add this feedback to be able to trigger haptic feedbacks via the NiceVibration library. It'll let you create transient or continuous vibrations, play presets or advanced patterns via AHAP files, and stop any vibration at any time This feedback has been deprecated, and is just here to avoid errors in case you were to update from an old version. Use the new haptic feedbacks instead.
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protectedvirtual |
When this feedback gets played
position | |
feedbacksIntensity |
Implements MoreMountains.Feedbacks.MMFeedback.
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staticprotected |
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staticprotected |
TextAsset MoreMountains.FeedbacksForThirdParty.MMFeedbackHaptics.AHAPFileForIOS |
the AHAP file to use to trigger a pattern on iOS
bool MoreMountains.FeedbacksForThirdParty.MMFeedbackHaptics.AllowRumble = true |
whether or not this feedback should trigger a rumble on gamepad
int MoreMountains.FeedbacksForThirdParty.MMFeedbackHaptics.AndroidRepeat = -1 |
the file to use to trigger a rumble on gamepad
the amount of times this should repeat on Android (-1 : zero, 0 : infinite, 1 : one time, 2 : twice, etc)
bool MoreMountains.FeedbacksForThirdParty.MMFeedbackHaptics.APRumble = true |
the WaveFormFile to use to trigger a pattern on Android
whether or not to trigger advanced patterns on rumble
bool MoreMountains.FeedbacksForThirdParty.MMFeedbackHaptics.APVibrateAndroid = true |
whether or not to trigger advanced patterns on Android
bool MoreMountains.FeedbacksForThirdParty.MMFeedbackHaptics.APVibrateAndroidIfNoSupport = false |
whether or not to vibrate if there's no haptics support
bool MoreMountains.FeedbacksForThirdParty.MMFeedbackHaptics.APVibrateIOS = true |
whether or not to trigger advanced patterns on iOS
float MoreMountains.FeedbacksForThirdParty.MMFeedbackHaptics.ATAndroidIntensity = 1f |
the intensity on android when in AdvancedTransient mode
float MoreMountains.FeedbacksForThirdParty.MMFeedbackHaptics.ATAndroidSharpness = 1f |
the sharpness on android when in AdvancedTransient mode
float MoreMountains.FeedbacksForThirdParty.MMFeedbackHaptics.ATIOSIntensity = 1f |
the intensity on iOS when in AdvancedTransient mode
float MoreMountains.FeedbacksForThirdParty.MMFeedbackHaptics.ATIOSSharpness = 1f |
the sharpness on iOS when in AdvancedTransient mode
bool MoreMountains.FeedbacksForThirdParty.MMFeedbackHaptics.ATRumble = true |
whether or not to rumble when in AdvancedTransient mode
int MoreMountains.FeedbacksForThirdParty.MMFeedbackHaptics.ATRumbleControllerID = -1 |
the controllerID when in AdvancedTransient mode
float MoreMountains.FeedbacksForThirdParty.MMFeedbackHaptics.ATRumbleIntensity = 1f |
the rumble intensity when in AdvancedTransient mode
float MoreMountains.FeedbacksForThirdParty.MMFeedbackHaptics.ATRumbleSharpness = 1f |
the rumble sharpness when in AdvancedTransient mode
bool MoreMountains.FeedbacksForThirdParty.MMFeedbackHaptics.ATVibrateAndroid = true |
whether or not to vibrate on android when in AdvancedTransient mode
bool MoreMountains.FeedbacksForThirdParty.MMFeedbackHaptics.ATVibrateAndroidIfNoSupport = false |
whether or not to vibrate on android if no support for advanced vibrations when in AdvancedTransient mode
bool MoreMountains.FeedbacksForThirdParty.MMFeedbackHaptics.ATVibrateIOS = true |
whether or not to vibrate on iOS when in AdvancedTransient mode
float MoreMountains.FeedbacksForThirdParty.MMFeedbackHaptics.ContinuousDuration = 1f |
the duration of the continuous haptic
AnimationCurve MoreMountains.FeedbacksForThirdParty.MMFeedbackHaptics.ContinuousIntensityCurve = new AnimationCurve(new Keyframe(0, 1), new Keyframe(1f, 1f)) |
the curve used to tween the continuous intensity
AnimationCurve MoreMountains.FeedbacksForThirdParty.MMFeedbackHaptics.ContinuousSharpnessCurve = new AnimationCurve(new Keyframe(0, 1), new Keyframe(1f, 1f)) |
the curve used to tween the continuous sharpness
int MoreMountains.FeedbacksForThirdParty.MMFeedbackHaptics.ControllerID = -1 |
the ID of the controller to rumble (-1 : auto/current, 0 : first controller, 1 : second controller, etc)
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static |
a static bool used to disable all feedbacks of this type at once
HapticMethods MoreMountains.FeedbacksForThirdParty.MMFeedbackHaptics.HapticMethod = HapticMethods.NativePreset |
the method to use when triggering this haptic feedback
HapticTypes MoreMountains.FeedbacksForThirdParty.MMFeedbackHaptics.HapticType = HapticTypes.None |
the type of native preset to use
float MoreMountains.FeedbacksForThirdParty.MMFeedbackHaptics.InitialContinuousIntensity = 1f |
the intensity that should be used to initialize the continuous haptic
float MoreMountains.FeedbacksForThirdParty.MMFeedbackHaptics.InitialContinuousSharpness = 1f |
the sharpness that should be used to initialize the continuous haptic
HapticTypes MoreMountains.FeedbacksForThirdParty.MMFeedbackHaptics.OldIOSFallback |
a haptic type to play on older iOS APIs (prior to iOS 13)
bool MoreMountains.FeedbacksForThirdParty.MMFeedbackHaptics.OutputDeprecationWarning = true |
if this is true, this feedback will output a warning when played
int MoreMountains.FeedbacksForThirdParty.MMFeedbackHaptics.RumbleRepeat = -1 |
the amount of times this should repeat on gamepad
Timescales MoreMountains.FeedbacksForThirdParty.MMFeedbackHaptics.Timescale = Timescales.UnscaledTime |
whether to run this on scaled or unscaled time
float MoreMountains.FeedbacksForThirdParty.MMFeedbackHaptics.TransientIntensity = 1f |
the intensity of the transient haptic
float MoreMountains.FeedbacksForThirdParty.MMFeedbackHaptics.TransientSharpness = 1f |
the sharpness of the transient haptic