/// <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_URP.Trigger(ShakeIntensity, ShakeDuration, RemapIntensityZero, RemapIntensityOne, ShakeThreshold, RemapThresholdZero, RemapThresholdOne,
                                       RelativeValues, attenuation, Channel, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake);
     }
 }
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 || !FeedbackTypeAuthorized)
     {
         return;
     }
     MMBloomShakeEvent_URP.Trigger(ShakeIntensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, ShakeThreshold, RemapThresholdZero, RemapThresholdOne,
                                   RelativeValues, attenuation, Channel, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake, NormalPlayDirection, Timing.TimescaleMode);
 }
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_URP.Trigger(ShakeIntensity, FeedbackDuration, RemapIntensityZero, RemapIntensityOne, ShakeThreshold, RemapThresholdZero, RemapThresholdOne,
                                       RelativeValues, channel: Channel, stop: true);
     }
 }