A feedback used to trigger an animation (bool, int, float or trigger) on the associated animator, with or without randomness
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Animator | BoundAnimator |
| sets the inspector color for this feedback More...
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bool | UpdateTrigger = false |
| if this is true, will update the specified trigger parameter More...
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TriggerModes | TriggerMode = TriggerModes.SetTrigger |
| the selected mode to interact with this trigger More...
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string | TriggerParameterName |
| the trigger animator parameter to, well, trigger when the feedback is played More...
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bool | UpdateRandomTrigger = false |
| if this is true, will update a random trigger parameter, picked from the list below More...
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TriggerModes | RandomTriggerMode = TriggerModes.SetTrigger |
| the selected mode to interact with this trigger More...
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List< string > | RandomTriggerParameterNames |
| the trigger animator parameters to trigger at random when the feedback is played More...
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bool | UpdateBool = false |
| if this is true, will update the specified bool parameter More...
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string | BoolParameterName |
| the bool parameter to turn true when the feedback gets played More...
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bool | BoolParameterValue = true |
| when in bool mode, whether to set the bool parameter to true or false More...
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bool | UpdateRandomBool = false |
| if this is true, will update a random bool parameter picked from the list below More...
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bool | RandomBoolParameterValue = true |
| when in bool mode, whether to set the bool parameter to true or false More...
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List< string > | RandomBoolParameterNames |
| the bool parameter to turn true when the feedback gets played More...
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ValueModes | IntValueMode = ValueModes.None |
| the int parameter to turn true when the feedback gets played More...
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string | IntParameterName |
| the int parameter to turn true when the feedback gets played More...
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int | IntValue |
| the value to set to that int parameter More...
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int | IntValueMin |
| the min value (inclusive) to set at random to that int parameter More...
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int | IntValueMax = 5 |
| the max value (exclusive) to set at random to that int parameter More...
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int | IntIncrement = 1 |
| the value to increment that int parameter by More...
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ValueModes | FloatValueMode = ValueModes.None |
| the Float parameter to turn true when the feedback gets played More...
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string | FloatParameterName |
| the float parameter to turn true when the feedback gets played More...
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float | FloatValue |
| the value to set to that float parameter More...
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float | FloatValueMin |
| the min value (inclusive) to set at random to that float parameter More...
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float | FloatValueMax = 5 |
| the max value (exclusive) to set at random to that float parameter More...
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float | FloatIncrement = 1 |
| the value to increment that float parameter by 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 | CustomInitialization (GameObject owner) |
| Custom Init More...
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override void | CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f) |
| On Play, checks if an animator is bound and triggers parameters More...
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override void | CustomStopFeedback (Vector3 position, float feedbacksIntensity=1.0f) |
| On stop, turns the bool parameter to false 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 | CustomReset () |
| This method describes what happens when the feedback gets reset More...
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virtual MMChannelData | ChannelData (int channel) |
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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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GameObject | Owner [get, set] |
| 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 [get, set] |
| 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 [get, set] |
| 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 [get, set] |
| 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 [get, set] |
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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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A feedback used to trigger an animation (bool, int, float or trigger) on the associated animator, with or without randomness