This feedback allows you to control color adjustments' post exposure, hue shift, saturation and contrast over time. It requires you have in your scene an object with a Volume with Color Adjustments active, and a MMColorAdjustmentsShaker_URP component.
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int | Channel = 0 |
| sets the inspector color for this feedback
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float | ShakeDuration = 1f |
| the duration of the shake, in seconds More...
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bool | RelativeIntensity = true |
| whether or not to add to the initial intensity 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 | ShakePostExposure = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0)) |
| the curve used to animate the focus distance value on More...
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float | RemapPostExposureZero = 0f |
| the value to remap the curve's 0 to More...
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float | RemapPostExposureOne = 1f |
| the value to remap the curve's 1 to More...
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AnimationCurve | ShakeHueShift = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0)) |
| the curve used to animate the aperture value on More...
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float | RemapHueShiftZero = 0f |
| the value to remap the curve's 0 to More...
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float | RemapHueShiftOne = 180f |
| the value to remap the curve's 1 to More...
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AnimationCurve | ShakeSaturation = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0)) |
| the curve used to animate the focal length value on More...
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float | RemapSaturationZero = 0f |
| the value to remap the curve's 0 to More...
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float | RemapSaturationOne = 100f |
| the value to remap the curve's 1 to More...
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AnimationCurve | ShakeContrast = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0)) |
| the curve used to animate the focal length value on More...
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float | RemapContrastZero = 0f |
| the value to remap the curve's 0 to More...
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float | RemapContrastOne = 100f |
| the value to remap the curve's 1 to More...
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MMColorAdjustmentsShaker_URP.ColorFilterModes | ColorFilterMode = MMColorAdjustmentsShaker_URP.ColorFilterModes.None |
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Gradient | ColorFilterGradient |
| the gradient to use to animate the color filter over time More...
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Color | ColorFilterDestination = Color.yellow |
| the destination color when in interpolate mode More...
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AnimationCurve | ColorFilterCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0)) |
| the curve to use when interpolating towards the destination color 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 color adjustments 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 [get, set] |
| the duration of this feedback is the duration of the shake 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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This feedback allows you to control color adjustments' post exposure, hue shift, saturation and contrast over time. It requires you have in your scene an object with a Volume with Color Adjustments active, and a MMColorAdjustmentsShaker_URP component.