/// <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) { MMPostProcessingMovingFilterEvent.Trigger(Curve, _active, _toggle, FeedbackDuration, stop: true); } }
/// <summary> /// On custom play, we trigger a MMPostProcessingMovingFilterEvent with the selected parameters /// </summary> /// <param name="position"></param> /// <param name="feedbacksIntensity"></param> protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f) { if (Active) { _active = (Mode == Modes.On); _toggle = (Mode == Modes.Toggle); MMPostProcessingMovingFilterEvent.Trigger(Curve, _active, _toggle, FeedbackDuration, Channel); } }
/// <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) { if (!Active || !FeedbackTypeAuthorized) { return; } base.CustomStopFeedback(position, feedbacksIntensity); MMPostProcessingMovingFilterEvent.Trigger(Curve, _active, _toggle, FeedbackDuration, stop: true); }