/// <summary>
 /// Triggers a color adjustments 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;
         MMChannelMixerShakeEvent_URP.Trigger(ShakeRed, RemapRedZero, RemapRedOne,
                                              ShakeGreen, RemapGreenZero, RemapGreenOne,
                                              ShakeBlue, RemapBlueZero, RemapBlueOne,
                                              FeedbackDuration,
                                              RelativeIntensity, intensityMultiplier, Channel, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake, NormalPlayDirection, Timing.TimescaleMode);
     }
 }
Exemplo n.º 2
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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)
     {
         MMChannelMixerShakeEvent_URP.Trigger(ShakeRed, RemapRedZero, RemapRedOne,
                                              ShakeGreen, RemapGreenZero, RemapGreenOne,
                                              ShakeBlue, RemapBlueZero, RemapBlueOne,
                                              FeedbackDuration,
                                              RelativeIntensity, channel: Channel, stop: true);
     }
 }