Esempio n. 1
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 /// <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);
     }
 }
Esempio n. 2
0
        /// <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);
        }