/// <summary> /// On stop we stop our transition /// </summary> /// <param name="position"></param> /// <param name="feedbacksIntensity"></param> protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1) { base.CustomStopFeedback(position, feedbacksIntensity); if (Active) { MMVignetteShakeEvent_URP.Trigger(Intensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, stop: true, channel: Channel); } }
/// <summary> /// Triggers a vignette shake /// </summary> /// <param name="position"></param> /// <param name="attenuation"></param> protected override void CustomPlayFeedback(Vector3 position, float attenuation = 1.0f) { if (Active) { MMVignetteShakeEvent_URP.Trigger(Intensity, Duration, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, attenuation, Channel, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake); } }
/// <summary> /// Triggers a vignette shake /// </summary> /// <param name="position"></param> /// <param name="attenuation"></param> protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f) { if (Active) { float intensityMultiplier = Timing.ConstantIntensity ? 1f : feedbacksIntensity; MMVignetteShakeEvent_URP.Trigger(Intensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, RelativeIntensity, intensityMultiplier, Channel, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake, NormalPlayDirection, Timing.TimescaleMode); } }
/// <summary> /// Stops listening for events /// </summary> public override void StopListening() { base.StopListening(); MMVignetteShakeEvent_URP.Unregister(OnVignetteShakeEvent); }