|
class | BlinkPhase |
| Describes a blink phase, defined by a duration for the phase, and the time it should remain inactive and active, sequentially For the duration of the phase, the object will be off for OffDuration, then on for OnDuration, then off again for OffDuration, etc If you want a grenade to blink briefly every .2 seconds, for 1 second, these parameters are what you're after : PhaseDuration = 1f; OffDuration = 0.2f; OnDuration = 0.1f; More...
|
|
class | BlinkTargetRenderer |
|
class | DemoBall |
| A class handling the lifecycle of the balls included in the MMFeedbacks demo It waits for 2 seconds after the spawn of the ball, and destroys it, playing a MMFeedbacks while it does so More...
|
|
class | DemoGhost |
| A class used on the MMFeedback's demo ghost More...
|
|
class | DemoPackageTester |
| This class, meant to be used in MMFeedbacks demos, will check for requirements, and output an error message if necessary. More...
|
|
class | FeedbackHelpAttribute |
| Atttribute used to mark feedback class. The contents allow you to specify a help text for each feedback More...
|
|
class | FeedbackListOutputer |
| This class is used to automatically install optional dependencies used in MMFeedbacks More...
|
|
class | FeedbackPathAttribute |
| Atttribute used to mark feedback class. The provided path is used to sort the feedback list displayed in the feedback manager dropdown More...
|
|
struct | InternalWiggleProperties |
| A struct used to store internal wiggle properties More...
|
|
struct | MMAudioFilterDistortionShakeEvent |
| An event used to trigger vignette shakes More...
|
|
class | MMAudioFilterDistortionShaker |
| Add this to an audio distortion filter to shake its values remapped along a curve More...
|
|
struct | MMAudioFilterEchoShakeEvent |
| An event used to trigger vignette shakes More...
|
|
class | MMAudioFilterEchoShaker |
| Add this to an audio echo filter to shake its values remapped along a curve More...
|
|
struct | MMAudioFilterHighPassShakeEvent |
| An event used to trigger vignette shakes More...
|
|
class | MMAudioFilterHighPassShaker |
| Add this to an audio high pass filter to shake its values remapped along a curve More...
|
|
struct | MMAudioFilterLowPassShakeEvent |
| An event used to trigger vignette shakes More...
|
|
class | MMAudioFilterLowPassShaker |
| Add this to an audio distortion low pass to shake its values remapped along a curve More...
|
|
struct | MMAudioFilterReverbShakeEvent |
| An event used to trigger vignette shakes More...
|
|
class | MMAudioFilterReverbShaker |
| Add this to an audio reverb filter to shake its values remapped along a curve More...
|
|
struct | MMAudioSourcePitchShakeEvent |
| An event used to trigger vignette shakes More...
|
|
class | MMAudioSourcePitchShaker |
| Add this to an AudioSource to shake its pitch remapped along a curve More...
|
|
class | MMAudioSourceSequencer |
| A MMSequencer with ready made slots to play AudioSources More...
|
|
struct | MMAudioSourceStereoPanShakeEvent |
| An event used to trigger vignette shakes More...
|
|
class | MMAudioSourceStereoPanShaker |
| Add this to an AudioSource to shake its stereo pan values remapped along a curve More...
|
|
struct | MMAudioSourceVolumeShakeEvent |
| An event used to trigger vignette shakes More...
|
|
class | MMAudioSourceVolumeShaker |
| Add this to an AudioSource to shake its volume remapped along a curve More...
|
|
class | MMBlink |
| Add this class to a GameObject to make it blink, either by enabling/disabling a gameobject, changing its alpha, emission intensity, or a value on a shader) More...
|
|
struct | MMCameraClippingPlanesShakeEvent |
| An event used to trigger vignette shakes More...
|
|
class | MMCameraClippingPlanesShaker |
| Add this to a camera and it'll let you control its near and far clipping planes More...
|
|
struct | MMCameraFieldOfViewShakeEvent |
| An event used to trigger vignette shakes More...
|
|
class | MMCameraFieldOfViewShaker |
| Add this to a camera and it'll let you control its field of view over time, can be piloted by a MMFeedbackCameraFieldOfView More...
|
|
struct | MMCameraOrthographicSizeShakeEvent |
| An event used to trigger vignette shakes More...
|
|
class | MMCameraOrthographicSizeShaker |
| Add this to a camera and it'll let you control its orthographic size over time, can be piloted by a MMFeedbackCameraOrthographicSize More...
|
|
struct | MMCameraShakeEvent |
|
struct | MMCameraShakeProperties |
| Camera shake properties More...
|
|
class | MMCameraShaker |
| A class to add to your camera. It'll listen to MMCameraShakeEvents and will shake your camera accordingly More...
|
|
class | MMCameraShakerRotation |
| A variant of the Camera Shaker that acts on the rotation instead of the position. Careful, can cause vertigo to some users. More...
|
|
struct | MMCameraShakeStopEvent |
|
struct | MMCameraZoomEvent |
|
class | MMChannel |
| A scriptable object you can create assets from, to identify Channels, used mostly (but not only) in feedbacks and shakers, to determine a channel of communication, usually between emitters and receivers More...
|
|
class | MMChannelData |
| A data structure used to pass channel information More...
|
|
class | MMChannelDataExtensions |
| Extensions class for MMChannelData More...
|
|
class | MMF_Animation |
| A feedback used to trigger an animation (bool, int, float or trigger) on the associated animator, with or without randomness More...
|
|
class | MMF_AnimationCrossfade |
| A feedback used to trigger an animation (bool, int, float or trigger) on the associated animator, with or without randomness More...
|
|
class | MMF_AnimatorSpeed |
| This feedback will let you change the speed of a target animator, either once, or instantly and then reset it, or interpolate it over time More...
|
|
class | MMF_AudioFilterDistortion |
| This feedback lets you control the distortion level of a distortion filter. You'll need a MMAudioFilterDistortionShaker on the filter. More...
|
|
class | MMF_AudioFilterEcho |
| This feedback lets you control the wetmix level of an echo filter. You'll need a MMAudioFilterEchoShaker on your filter. More...
|
|
class | MMF_AudioFilterHighPass |
| This feedback lets you control the cutoff frequency of a high pass filter. You'll need a MMAudioFilterHighPassShaker on your filter. More...
|
|
class | MMF_AudioFilterLowPass |
| This feedback lets you control the cutoff frequency of a low pass filter. You'll need a MMAudioFilterLowPassShaker on your filter. More...
|
|
class | MMF_AudioFilterReverb |
| This feedback lets you control the reverb level of a reverb filter. You'll need a MMAudioFilterReverbShaker on your filter. More...
|
|
class | MMF_AudioMixerSnapshotTransition |
| This feedback will let you transition to a target AudioMixer Snapshot over a specified time More...
|
|
class | MMF_AudioSource |
|
class | MMF_AudioSourcePitch |
| This feedback lets you control the pitch of an AudioSource over time More...
|
|
class | MMF_AudioSourceStereoPan |
| This feedback lets you control the stereo pan of a target AudioSource over time. More...
|
|
class | MMF_AudioSourceVolume |
| This feedback lets you control the volume of a target AudioSource over time. More...
|
|
class | MMF_Blink |
| This feedback will trigger a MMBlink object, letting you blink something More...
|
|
class | MMF_Broadcast |
| This feedback lets you broadcast a float value to the MMRadio system More...
|
|
class | MMF_BroadcastProxy |
| This component will be automatically added by the MMF_Broadcast feedback More...
|
|
class | MMF_Button |
|
class | MMF_CameraClippingPlanes |
| This feedback lets you control a camera's clipping planes over time. You'll need a MMCameraClippingPlanesShaker on your camera. More...
|
|
class | MMF_CameraFieldOfView |
| This feedback lets you control a camera's field of view over time. You'll need a MMCameraFieldOfViewShaker on your camera. More...
|
|
class | MMF_CameraOrthographicSize |
| This feedback lets you control a camera's orthographic size over time. You'll need a MMCameraOrthographicSizeShaker on your camera. More...
|
|
class | MMF_CameraShake |
| This feedback will send a shake event when played More...
|
|
class | MMF_CameraZoom |
| A feedback that will allow you to change the zoom of a (3D) camera when played More...
|
|
class | MMF_CanvasGroup |
| This feedback lets you control the opacity of a canvas group over time More...
|
|
class | MMF_CanvasGroupBlocksRaycasts |
| This feedback will let you turn the BlocksRaycast parameter of a target CanvasGroup on or off on play More...
|
|
class | MMF_Collider |
| This feedback will let you enable/disable/toggle a target collider, or change its trigger status More...
|
|
class | MMF_Collider2D |
| This feedback will let you enable/disable/toggle a target collider 2D, or change its trigger status More...
|
|
class | MMF_DebugComment |
| This feedback doesn't do anything by default, it's just meant as a comment, you can store text in it for future reference, maybe to remember how you setup a particular MMFeedbacks. Optionally it can also output that comment to the console on Play. More...
|
|
class | MMF_DebugLBreak |
| This feedback will force a break, pausing the editor More...
|
|
class | MMF_DebugLog |
| This feedback will let you output a message to the console, using a custom MM debug method, or Log, Assertion, Error or Warning logs. More...
|
|
class | MMF_DestinationTransform |
| This feedback will let you animate the position/rotation/scale of a target transform to match the one of a destination transform. More...
|
|
class | MMF_Destroy |
| This feedback allows you to destroy a target gameobject, either via Destroy, DestroyImmediate, or SetActive:False More...
|
|
class | MMF_Enable |
| Turns an object active or inactive at the various stages of the feedback More...
|
|
class | MMF_Events |
| A feedback to bind Unity events to and trigger them when played More...
|
|
class | MMF_Feedback |
|
class | MMF_FeedbackBase |
|
class | MMF_FeedbackBaseTarget |
|
class | MMF_FeedbackPropertyDrawerUITK |
|
class | MMF_Feedbacks |
| This feedback allows you to trigger a target MMFeedbacks, or any MMFeedbacks on the specified Channel within a certain range. You'll need an MMFeedbacksShaker on them. More...
|
|
class | MMF_FieldInfo |
|
class | MMF_Flicker |
| This feedback will make the bound renderer flicker for the set duration when played (and restore its initial color when stopped) More...
|
|
class | MMF_FloatController |
| This feedback will trigger a one time play on a target FloatController More...
|
|
class | MMF_FloatingText |
| This feedback will request the spawn of a floating text, usually to signify damage, but not necessarily This requires that a MMFloatingTextSpawner be correctly setup in the scene, otherwise nothing will happen. To do so, create a new empty object, add a MMFloatingTextSpawner to it. Drag (at least) one MMFloatingText prefab into its PooledSimpleMMFloatingText slot. You'll find such prefabs already made in the MMTools/Tools/MMFloatingText/Prefabs folder, but feel free to create your own. Using that feedback will always spawn the same text. While this may be what you want, if you're using the Corgi Engine or TopDown Engine, you'll find dedicated versions directly hooked to the Health component, letting you display damage taken. More...
|
|
class | MMF_Fog |
| This feedback will let you animate the density, color, end and start distance of your scene's fog More...
|
|
class | MMF_FreezeFrame |
| This feedback will trigger a freeze frame event when played, pausing the game for the specified duration (usually short, but not necessarily) More...
|
|
class | MMF_HoldingPause |
| this feedback will "hold", or wait, until all previous feedbacks have been executed, and will then pause the execution of your MMFeedbacks sequence, for the specified duration More...
|
|
class | MMF_InstantiateObject |
| This feedback will instantiate the associated object (usually a VFX, but not necessarily), optionnally creating an object pool of them for performance More...
|
|
class | MMF_Light |
| This feedback will let you control the color and intensity of a Light when played More...
|
|
class | MMF_LineRenderer |
| This feedback will let you change the width and color of a target line renderer over time More...
|
|
class | MMF_LoadScene |
| This feedback will request the load of a new scene, using the method of your choice More...
|
|
class | MMF_LookAt |
| This feedback will let you animate the rotation of a transform to look at a target over time. You can also use it to broadcast a MMLookAtShake event, that MMLookAtShakers on the right channel will be able to listen for and act upon More...
|
|
class | MMF_Looper |
| This feedback will move the current "head" of an MMFeedbacks sequence back to another feedback above in the list. What feedback the head lands on depends on your settings : you can decide to have it loop at last pause, or at the last LoopStart feedback in the list (or both). Furthermore, you can decide to have it loop multiple times and cause a pause when met. More...
|
|
class | MMF_LooperStart |
| This feedback can act as a pause but also as a start point for your loops. Add a FeedbackLooper below this (and after a few feedbacks) and your MMFeedbacks will loop between both More...
|
|
class | MMF_Material |
|
class | MMF_MaterialSetProperty |
| This feedback will let you set a property on the target renderer's material More...
|
|
class | MMF_MMGameEvent |
| This feedback will trigger a MMGameEvent of the specified name when played More...
|
|
class | MMF_MMSoundManagerAllSoundsControl |
| A feedback used to control all sounds playing on the MMSoundManager at once. It'll let you pause, play, stop and free (stop and returns the audiosource to the pool) sounds. You will need a MMSoundManager in your scene for this to work. More...
|
|
class | MMF_MMSoundManagerSaveLoad |
| This feedback will let you trigger save, load, and reset on MMSoundManager settings. You will need a MMSoundManager in your scene for this to work. More...
|
|
class | MMF_MMSoundManagerSound |
| This feedback will let you play a sound via the MMSoundManager. You will need a game object in your scene with a MMSoundManager object on it for this to work. More...
|
|
class | MMF_MMSoundManagerSoundControl |
| This feedback will let you control a specific sound (or sounds), targeted by SoundID, which has to match the SoundID of the sound you intially played. You will need a MMSoundManager in your scene for this to work. More...
|
|
class | MMF_MMSoundManagerSoundData |
| A scriptable object used to store data for MMSoundManager play More...
|
|
class | MMF_MMSoundManagerSoundFade |
| This feedback lets you trigger fades on a specific sound via the MMSoundManager. You will need a MMSoundManager in your scene for this to work. More...
|
|
class | MMF_MMSoundManagerTrackControl |
| This feedback will let you control all sounds playing on a specific track (master, UI, music, sfx), and play, pause, mute, unmute, resume, stop, free them all at once. You will need a MMSoundManager in your scene for this to work. More...
|
|
class | MMF_MMSoundManagerTrackFade |
| This feedback will let you fade all the sounds on a specific track at once. You will need a MMSoundManager in your scene for this to work. More...
|
|
class | MMF_Particles |
| This feedback will play the associated particles system on play, and stop it on stop More...
|
|
class | MMF_ParticlesInstantiation |
| This feedback will instantiate a particle system and play/stop it when playing/stopping the feedback More...
|
|
class | MMF_Pause |
| This feedback will cause a pause when met, preventing any other feedback lower in the sequence to run until it's complete. More...
|
|
class | MMF_Player |
|
class | MMF_PlayerChain |
| This feedback allows you to chain any number of target MMF Players and play them in sequence, with optional delays before and after More...
|
|
class | MMF_PlayerConfiguration |
| An asset to store copy information, as well as global feedback settings. It requires that one (and only one) MMFeedbacksConfiguration asset be created and stored in a Resources folder. That's already done when installing MMFeedbacks. More...
|
|
class | MMF_PlayerControl |
| This feedback allows you to control one or more target MMF Players More...
|
|
class | MMF_PlayerCopy |
| A helper class to copy and paste feedback properties More...
|
|
class | MMF_PlayerDebugInput |
| Add this debug component to a MMF Player, and you'll be able to play it at runtime at the press of a (customisable) key, useful when tweaking or debugging your feedbacks More...
|
|
class | MMF_PlayerEditorUITK |
|
class | MMF_PlayerEnabler |
| A helper class added automatically by MMFeedbacks if they're in AutoPlayOnEnable mode This lets them play again should their parent game object be disabled/enabled More...
|
|
class | MMF_Playlist |
| This feedback will let you pilot a MMPlaylist More...
|
|
class | MMF_Position |
| this feedback will let you animate the position of More...
|
|
class | MMF_PositionShake |
| This feedback lets you emit a PositionShake event. This will be caught by MMPositionShakers (on the specified channel). Position shakers, as the name suggests, are used to shake the position of a transform, along a direction, with optional noise and other fine control options. More...
|
|
class | MMF_PositionSpring |
| This feedback will let you animate the position of the target object over time, with a spring effect More...
|
|
class | MMF_PPMovingFilter |
| This feedback will trigger a post processing moving filter event, meant to be caught by a MMPostProcessingMovableFilter object More...
|
|
class | MMF_Property |
| This feedback will let you target (almost) any property, on any object in your scene. It also works on scriptable objects. Drag an object, select a property, and setup your feedback " + to update that property over time More...
|
|
class | MMF_RadioSignal |
| This feedback will let you trigger a play on a target MMRadioSignal (usually used by a MMRadioBroadcaster to emit a value that can then be listened to by MMRadioReceivers. From this feedback you can also specify a duration, timescale and multiplier. More...
|
|
class | MMF_RectTransformAnchor |
| This feedback lets you control the min and max anchors of a RectTransform over time. That's the normalized position in the parent RectTransform that the lower left and upper right corners are anchored to. More...
|
|
class | MMF_RectTransformOffset |
| This feedback lets you control the offset of the lower left corner of the rectangle relative to the lower left anchor, and the offset of the upper right corner of the rectangle relative to the upper right anchor. More...
|
|
class | MMF_RectTransformPivot |
| This feedback lets you control the position of a RectTransform's pivot over time More...
|
|
class | MMF_RectTransformSizeDelta |
| This feedback lets you control the size delta property (the size of this RectTransform relative to the distances between the anchors) of a RectTransform, over time More...
|
|
class | MMF_ReferenceHolder |
| This feedback allows you to hold a reference, that can then be used by other feedbacks to automatically set their target. It doesn't do anything when played. More...
|
|
class | MMF_Rigidbody |
| this feedback will let you apply forces and torques (relative or not) to a Rigidbody More...
|
|
class | MMF_Rigidbody2D |
| this feedback will let you apply forces and torques (relative or not) to a Rigidbody More...
|
|
class | MMF_RotatePositionAround |
| This feedback will animate the target's position (not its rotation), on an arc around the specified rotation center, for the specified duration (in seconds). More...
|
|
class | MMF_Rotation |
| This feedback animates the rotation of the specified object when played More...
|
|
class | MMF_RotationShake |
| This feedback lets you emit a RotationShake event. This will be caught by MMRotationShakers (on the specified channel). Rotation shakers, as the name suggests, are used to shake the rotation of a transform, along a direction, with optional noise and other fine control options. More...
|
|
class | MMF_RotationSpring |
| This feedback will let you animate the rotation of the target object over time, with a spring effect More...
|
|
class | MMF_Scale |
| This feedback will animate the scale of the target object over time when played More...
|
|
class | MMF_ScaleShake |
| This feedback lets you emit a ScaleShake event. This will be caught by MMScaleShakers (on the specified channel). Scale shakers, as the name suggests, are used to shake the scale of a transform, along a direction, with optional noise and other fine control options. More...
|
|
class | MMF_ScaleSpring |
| This feedback will let you animate the scale of the target object over time, with a spring effect More...
|
|
class | MMF_SetActive |
| Turns an object active or inactive at the various stages of the feedback More...
|
|
class | MMF_SetParent |
| A feedback used to change the parent of a transform More...
|
|
class | MMF_ShaderGlobal |
| Turns an object active or inactive at the various stages of the feedback More...
|
|
class | MMF_Skybox |
| This feedback will let you change the scene's skybox on play, replacing it with another one, either a specific one, or one picked at random among multiple skyboxes. More...
|
|
class | MMF_Sound |
|
class | MMF_SpringColor |
| A feedback used to pilot color springs More...
|
|
class | MMF_SpringFloat |
| A feedback used to pilot float springs More...
|
|
class | MMF_SpringVector2 |
| A feedback used to pilot Vector2 springs More...
|
|
class | MMF_SpringVector3 |
| A feedback used to pilot Vector3 springs More...
|
|
class | MMF_SpringVector4 |
| A feedback used to pilot Vector4 springs More...
|
|
class | MMF_SpriteRenderer |
| This feedback will let you change the color of a target sprite renderer over time, and flip it on X or Y. You can also use it to command one or many MMSpriteRendererShakers. More...
|
|
class | MMF_SquashAndStretch |
| This feedback will let you modify the scale of an object on an axis while the other two axis (or only one) get automatically modified to conserve mass More...
|
|
class | MMF_SquashAndStretchSpring |
| This feedback will let you animate the scale of the target object over time, with a spring + squash and stretch effect More...
|
|
class | MMF_TextureOffset |
| This feedback will let you control the texture offset of a target material over time More...
|
|
class | MMF_TextureScale |
| This feedback will let you control the texture scale of a target material over time More...
|
|
class | MMF_TimescaleModifier |
| This feedback changes the timescale by sending a TimeScale event on play More...
|
|
class | MMF_TMPAlpha |
| This feedback lets you control the alpha of a target TMP over time More...
|
|
class | MMF_TMPCharacterSpacing |
| This feedback lets you control the character spacing of a target TMP over time More...
|
|
class | MMF_TMPColor |
| This feedback lets you control the color of a target TMP over time More...
|
|
class | MMF_TMPCountTo |
| This feedback will let you update a TMP text value over time, with a value going from A to B over time, on a curve More...
|
|
class | MMF_TMPCountToLong |
| This feedback will let you update a TMP text value over time, with a long value going from A to B over time, on a curve More...
|
|
class | MMF_TMPDilate |
| This feedback lets you dilate a TMP text over time More...
|
|
class | MMF_TMPFontSize |
| This feedback lets you control the font size of a target TMP over time More...
|
|
class | MMF_TMPLineSpacing |
| This feedback lets you control the line spacing of a target TMP over time More...
|
|
class | MMF_TMPOutlineColor |
| This feedback lets you control the color of a target TMP's outline over time More...
|
|
class | MMF_TMPOutlineWidth |
| This feedback lets you control the outline width of a target TMP over time More...
|
|
class | MMF_TMPParagraphSpacing |
| This feedback lets you control the paragraph spacing of a target TMP over time More...
|
|
class | MMF_TMPSoftness |
| This feedback lets you tweak the softness of a TMP text over time More...
|
|
class | MMF_TMPText |
| This feedback will let you change the text of a target TMP text component More...
|
|
class | MMF_TMPTextReveal |
| This feedback will let you reveal words, lines, or characters in a target TMP, one at a time More...
|
|
class | MMF_TMPWordSpacing |
| This feedback lets you control the word spacing of a target TMP over time More...
|
|
class | MMF_TrailRenderer |
| This feedback will let you control the length, width and color of a target TrailRenderer over time More...
|
|
class | MMF_UnloadScene |
| This feedback lets you unload a scene by name or build index More...
|
|
class | MMF_VideoPlayer |
| This feedback lets you control video players in all sorts of ways (Play, Pause, Toggle, Stop, Prepare, StepForward, StepBackward, SetPlaybackSpeed, SetDirectAudioVolume, SetDirectAudioMute, GoToFrame, ToggleLoop) More...
|
|
class | MMF_Wiggle |
| When played, this feedback will activate the Wiggle method of a MMWiggle object based on the selected settings, wiggling either its position, rotation, scale, or all of these. More...
|
|
class | MMFConditionAttribute |
|
class | MMFConditionAttributeDrawer |
|
class | MMFDependencyInstaller |
| This class is used to automatically install optional dependencies used in MMFeedbacks More...
|
|
class | MMFeedback |
| A base class, meant to be extended, defining a Feedback. A Feedback is an action triggered by a MMFeedbacks, usually in reaction to the player's input or actions, to help communicate both emotion and legibility, improving game feel. To create a new feedback, extend this class and override its Custom methods, declared at the end of this class. You can look at the many examples for reference. More...
|
|
class | MMFeedbackBase |
|
class | MMFeedbackBaseTarget |
|
class | MMFeedbacks |
| A collection of MMFeedback, meant to be played altogether. This class provides a custom inspector to add and customize feedbacks, and public methods to trigger them, stop them, etc. You can either use it on its own, or bind it from another class and trigger it from there. More...
|
|
class | MMFeedbacksAuthorizations |
| Add this class to an empty object in your scene and it will prevent any unchecked feedback in its inspector from playing More...
|
|
class | MMFeedbacksColors |
| Color helpers More...
|
|
class | MMFeedbacksConfiguration |
| An asset to store copy information, as well as global feedback settings. It requires that one (and only one) MMFeedbacksConfiguration asset be created and stored in a Resources folder. That's already done when installing MMFeedbacks. More...
|
|
class | MMFeedbacksCoroutine |
| Coroutine helpers More...
|
|
class | MMFeedbacksEnabler |
| A helper class added automatically by MMFeedbacks if they're in AutoPlayOnEnable mode This lets them play again should their parent game object be disabled/enabled More...
|
|
struct | MMFeedbacksEvent |
| Events triggered by a MMFeedbacks when playing a series of feedbacks More...
|
|
class | MMFeedbacksEvents |
| A subclass of MMFeedbacks, contains UnityEvents that can be played, More...
|
|
class | MMFeedbacksHelpers |
|
class | MMFeedbacksInspectorColors |
|
class | MMFeedbacksSequencer |
| A MMSequencer with ready made slots to play MMFeedbacks More...
|
|
struct | MMFeedbacksShakeEvent |
|
class | MMFeedbacksShaker |
|
class | MMFeedbackStaticMethods |
|
class | MMFeedbackStyling |
| A class used to regroup most of the styling options for the MMFeedback editors More...
|
|
class | MMFeedbackTargetAcquisition |
| A class collecting target acquisition settings More...
|
|
class | MMFeedbackTiming |
| A class collecting delay, cooldown and repeat values, to be used to define the behaviour of each MMFeedback More...
|
|
class | MMFEnumConditionAttribute |
|
class | MMFEnumConditionAttributeDrawer |
|
class | MMFHiddenAttribute |
|
class | MMFHiddenAttributeDrawer |
|
class | MMFHiddenPropertiesAttribute |
|
class | MMFInformationAttribute |
|
class | MMFInformationAttributeDrawer |
| This class allows the display of a message box (warning, info, error...) next to a property (before or after) More...
|
|
class | MMFInspectorButtonAttribute |
|
class | MMFInspectorDrawData |
|
class | MMFInspectorGroupAttribute |
| An attribute used to group inspector fields under common dropdowns Implementation inspired by Rodrigo Prinheiro's work, available at https://github.com/RodrigoPrinheiro/unityFoldoutAttribute More...
|
|
class | MMFInspectorGroupData |
|
class | MMFloatingText |
| A class used to handle the movement and behaviour of floating texts, usually used to display damage text. This is designed to be spawned by a MMFloatingTextSpawner, not used on its own. It also requires a specific hierarchy. You'll find examples of it in the MMTools/Tools/MMFloatingText/Prefabs folder More...
|
|
class | MMFloatingTextMeshPro |
| A floating text variant using TextMeshPro instead of regular TextMesh More...
|
|
class | MMFloatingTextSpawner |
| This class will let you pool, recycle and spawn floating texts, usually to show damage info. It requires as input a MMFloatingText object. More...
|
|
struct | MMFloatingTextSpawnEvent |
| An event used (usually by feedbacks) to trigger the spawn of a new floating text More...
|
|
class | MMFReadOnlyAttribute |
|
class | MMFReadOnlyAttributeDrawer |
|
struct | MMFreezeFrameEvent |
|
class | MMFVectorAttribute |
|
class | MMInputSequenceRecorder |
| This class lets you record sequences via input presses More...
|
|
class | MMInputSequenceRecorderEditor |
| Custom editor for sequence recorder More...
|
|
class | MMLight2DShaker_URP |
| Add this to a light 2D to have it receive MMLightShakeEvents from feedbacks or to shake it locally More...
|
|
struct | MMLightShakeEvent |
|
class | MMLightShaker |
| Add this to a light to have it receive MMLightShakeEvents from feedbacks or to shake it locally More...
|
|
class | MMLookAtShaker |
| Add this to an object and it'll be able to listen for MMFLookAtShakeEvents, and when one is received, it will rotate its associated transform accordingly More...
|
|
class | MMMiniObjectPool |
|
class | MMMiniObjectPooler |
|
class | MMMiniPoolableObject |
| Add this class to an object that you expect to pool from an objectPooler. Note that these objects can't be destroyed by calling Destroy(), they'll just be set inactive (that's the whole point). More...
|
|
struct | MMPositionShakeEvent |
|
class | MMPositionShaker |
| This shaker will let you move the position of a transform, either once or permanently, shaking its position for the specified duration and within the specified range. You can apply that shake along a direction, randomized or not, with optional noise and attenuation More...
|
|
struct | MMRotationShakeEvent |
|
class | MMRotationShaker |
| This shaker will let you move the rotation of a transform, either once or permanently, shaking its rotation for the specified duration and within the specified range. You can apply that shake along a direction, randomized or not, with optional noise and attenuation More...
|
|
struct | MMScaleShakeEvent |
|
class | MMScaleShaker |
| This shaker will let you move the scale of a transform, either once or permanently, shaking its scale for the specified duration and within the specified range. You can apply that shake along a direction, randomized or not, with optional noise and attenuation More...
|
|
class | MMSequence |
| This scriptable object holds "sequences", data used to record and play events in sequence MMSequences can be played by MMFeedbacks from their Timing section, by Sequencers and potentially other classes More...
|
|
class | MMSequenceList |
| A class used to store sequence notes More...
|
|
class | MMSequenceNote |
| A class describing the contents of a sequence note, basically a timestamp and the ID to play at that timestamp More...
|
|
class | MMSequencer |
| This class lets you design a quantized MMSequence using a sequencer interface, and lets you play a quantized sequence, triggering events on beats if specified More...
|
|
class | MMSequencerEditor |
| Custom editor for MMSequencer, handles recalibration and sequencer display More...
|
|
class | MMSequenceTrack |
| A class describing the properties of a sequence's track : ID, color (for the inspector), Key (for the recorder), State (for the recorder) More...
|
|
struct | MMSetFeedbackRangeCenterEvent |
| An event used to set the RangeCenter on all feedbacks that listen for it More...
|
|
class | MMShaker |
|
class | MMSoundSequencer |
| A MMSequencer with ready made slots to play sounds More...
|
|
class | MMSpringAnimatorSpeed |
|
class | MMSpringAudioSourcePitch |
|
class | MMSpringAudioSourceVolume |
|
class | MMSpringCameraFieldOfView |
|
class | MMSpringCameraOrthographicSize |
|
class | MMSpringClampSettings |
|
class | MMSpringColor |
|
class | MMSpringColorComponent |
| A spring component used to pilot color values on a target More...
|
|
struct | MMSpringColorEvent |
| An event used to pilot a MMSpringColor component More...
|
|
class | MMSpringColorPropertyDrawer |
|
class | MMSpringComponentBase |
| An abstract class used to build spring components to pilot various properties (float, vector2, vector3, color, etc) More...
|
|
class | MMSpringDebug |
| This class is used to display debug information in classes using the MMSpring system More...
|
|
class | MMSpringDebugPropertyDrawer |
|
class | MMSpringDefinition |
|
class | MMSpringFloat |
|
class | MMSpringFloatComponent |
| A spring component used to pilot float values on a target More...
|
|
struct | MMSpringFloatEvent |
| An event used to pilot a MMSpringColor component More...
|
|
class | MMSpringFloatPropertyDrawer |
|
class | MMSpringLightColor |
|
class | MMSpringLightIntensity |
|
class | MMSpringLightRange |
|
class | MMSpringMMTimeScale |
|
class | MMSpringPosition |
|
class | MMSpringRectTransformPosition |
|
class | MMSpringRectTransformSizeDelta |
|
class | MMSpringRotation |
|
class | MMSpringRotationAround |
|
class | MMSpringScale |
|
class | MMSpringSpriteColor |
|
class | MMSpringSquashAndStretch |
|
class | MMSpringTextureOffset |
|
class | MMSpringTextureScale |
|
class | MMSpringVector2 |
|
class | MMSpringVector2Component |
| A spring component used to pilot Vector2 values on a target More...
|
|
struct | MMSpringVector2Event |
| An event used to pilot a MMSpringVector2 component More...
|
|
class | MMSpringVector2PropertyDrawer |
|
class | MMSpringVector3 |
|
class | MMSpringVector3Component |
| A spring component used to pilot Vector3 values on a target More...
|
|
struct | MMSpringVector3Event |
| An event used to pilot a MMSpringVector3 component More...
|
|
class | MMSpringVector3PropertyDrawer |
|
class | MMSpringVector4 |
| A spring component used to pilot Vector4 values on a target More...
|
|
struct | MMSpringVector4Event |
| An event used to pilot a MMSpringVector4 component More...
|
|
class | MMSpringVector4PropertyDrawer |
|
struct | MMSpriteRendererShakeEvent |
| An event used (usually from MMFeeedbackSpriteRenderer) to shake the values of a SpriteRenderer More...
|
|
class | MMSpriteRendererShaker |
| Add this to a SpriteRenderer to have it receive MMSpriteRendererShakeEvents from feedbacks or to shake it locally More...
|
|
class | MMTimeManager |
| Put this component in your scene and it'll catch MMFreezeFrameEvents and MMTimeScaleEvents, allowing you to control the flow of time. More...
|
|
struct | MMTimeScaleEvent |
|
class | MMWiggle |
| Add this class to a GameObject to be able to control its position/rotation/scale individually and periodically, allowing it to "wiggle" (or just move however you want on a periodic basis) More...
|
|
class | MMWiggleEditor |
|
struct | TimeScaleProperties |
| The different settings you can play with on a time scale event More...
|
|
class | TmpAttribute |
|
class | WiggleProperties |
| A class to store public wiggle properties More...
|
|