Пример #1
0
 protected override void CustomPlayFeedback(Vector3 position, float attenuation = 1.0f)
 {
     if (Active)
     {
         MMBloomShakeEvent.Trigger(ShakeDuration, ShakeIntensity, ShakeIntensityAmplitude, ShakeThreshold, ShakeThresholdAmplitude, RelativeIntensity, attenuation, Channel);
     }
 }
Пример #2
0
 /// <summary>
 /// Triggers a bloom shake
 /// </summary>
 /// <param name="position"></param>
 /// <param name="attenuation"></param>
 protected override void CustomPlayFeedback(Vector3 position, float attenuation = 1.0f)
 {
     if (Active)
     {
         MMBloomShakeEvent.Trigger(ShakeIntensity, ShakeDuration, RemapIntensityZero, RemapIntensityOne, ShakeThreshold, RemapThresholdZero, RemapThresholdOne,
                                   RelativeValues, attenuation, Channel, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake);
     }
 }
Пример #3
0
 /// <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)
     {
         MMBloomShakeEvent.Trigger(ShakeIntensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, ShakeThreshold, RemapThresholdZero, RemapThresholdOne,
                                   RelativeValues, stop: true);
     }
 }
Пример #4
0
 /// <summary>
 /// Triggers a bloom shake
 /// </summary>
 /// <param name="position"></param>
 /// <param name="feedbacksIntensity"></param>
 protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
 {
     if (Active)
     {
         float intensityMultiplier = Timing.ConstantIntensity ? 1f : feedbacksIntensity;
         MMBloomShakeEvent.Trigger(ShakeIntensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, ShakeThreshold, RemapThresholdZero, RemapThresholdOne,
                                   RelativeValues, intensityMultiplier, Channel, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake, NormalPlayDirection, Timing.TimescaleMode);
     }
 }
Пример #5
0
 /// <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);
     MMBloomShakeEvent.Trigger(ShakeIntensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, ShakeThreshold, RemapThresholdZero, RemapThresholdOne,
                               RelativeValues, stop: true);
 }
Пример #6
0
 /// <summary>
 /// Stops listening for events
 /// </summary>
 public override void StopListening()
 {
     base.StopListening();
     MMBloomShakeEvent.Unregister(OnBloomShakeEvent);
 }
Пример #7
0
 /// <summary>
 /// Starts listening for events
 /// </summary>
 public override void StartListening()
 {
     base.StartListening();
     MMBloomShakeEvent.Register(OnBloomShakeEvent);
 }
Пример #8
0
 protected virtual void OnDisable()
 {
     MMBloomShakeEvent.Unregister(OnBloomShakeEvent);
 }
Пример #9
0
 protected virtual void OnEnable()
 {
     MMBloomShakeEvent.Register(OnBloomShakeEvent);
 }