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Transform | AnimateRotationTarget |
| sets the inspector color for this feedback More...
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Modes | Mode = Modes.Absolute |
| whether this feedback should animate in absolute values or additive More...
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TimeScales | TimeScale = TimeScales.Scaled |
| whether this feedback should play in scaled or unscaled time More...
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Space | RotationSpace = Space.World |
| whether this feedback should play on local or world rotation More...
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float | AnimateRotationDuration = 0.2f |
| the duration of the transition More...
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float | RemapCurveZero = 0f |
| the value to remap the curve's 0 value to More...
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float | RemapCurveOne = 360f |
| the value to remap the curve's 1 value to More...
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bool | AnimateX = true |
| if this is true, should animate the X rotation More...
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AnimationCurve | AnimateRotationX = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0)) |
| how the x part of the rotation should animate over time, in degrees More...
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bool | AnimateY = true |
| if this is true, should animate the X rotation More...
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AnimationCurve | AnimateRotationY = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0)) |
| how the y part of the rotation should animate over time, in degrees More...
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bool | AnimateZ = true |
| if this is true, should animate the X rotation More...
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AnimationCurve | AnimateRotationZ = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0)) |
| how the z part of the rotation should animate over time, in degrees More...
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bool | AllowAdditivePlays = false |
| if this is true, calling that feedback will trigger it, even if it's in progress. If it's false, it'll prevent any new Play until the current one is over More...
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bool | DetermineRotationOnPlay = false |
| if this is true, initial and destination rotations will be recomputed on every play More...
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Space | ToDestinationSpace = Space.World |
| the space in which the ToDestination mode should operate More...
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Vector3 | DestinationAngles = new Vector3(0f, 180f, 0f) |
| the angles to match when in ToDestination mode More...
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AnimationCurve | ToDestinationCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(1, 1f)) |
| the animation curve to use when animating to destination (individual x,y,z curves above won't be used) 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) |
| On init we store our initial rotation More...
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virtual void | GetInitialRotation () |
| Stores initial rotation for future use More...
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override void | CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f) |
| On play, we trigger our rotation animation More...
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virtual IEnumerator | RotateToDestination () |
| A coroutine used to rotate the target to its destination rotation More...
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virtual IEnumerator | AnimateRotation (Transform targetTransform, Vector3 vector, float duration, AnimationCurve curveX, AnimationCurve curveY, AnimationCurve curveZ, float remapZero, float remapOne) |
| A coroutine used to compute the rotation over time More...
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virtual void | ApplyRotation (Transform targetTransform, float remapZero, float remapOne, AnimationCurve curveX, AnimationCurve curveY, AnimationCurve curveZ, float percent) |
| Computes and applies the rotation to the object More...
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override void | CustomStopFeedback (Vector3 position, float feedbacksIntensity=1.0f) |
| On stop, we interrupt movement if it was active More...
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virtual void | OnDisable () |
| On disable we reset our coroutine 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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override float | FeedbackDuration [get, set] |
| the duration of this feedback is the duration of the rotation 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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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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This feedback animates the rotation of the specified object when played