protected override void CustomPlayFeedback(Vector3 position, float attenuation = 1.0f)
 {
     if (Active)
     {
         MMColorGradingShakeEvent.Trigger(ShakeDuration, PostExposure, PostExposureAmplitude, HueShift, HueShiftAmplitude, Saturation, SaturationAmplitude,
                                          Contrast, ContrastAmplitude, RelativeIntensity, attenuation, Channel);
     }
 }
 /// <summary>
 /// Triggers a color grading shake
 /// </summary>
 /// <param name="position"></param>
 /// <param name="attenuation"></param>
 protected override void CustomPlayFeedback(Vector3 position, float attenuation = 1.0f)
 {
     if (Active)
     {
         MMColorGradingShakeEvent.Trigger(ShakePostExposure, RemapPostExposureZero, RemapPostExposureOne,
                                          ShakeHueShift, RemapHueShiftZero, RemapHueShiftOne,
                                          ShakeSaturation, RemapSaturationZero, RemapSaturationOne,
                                          ShakeContrast, RemapContrastZero, RemapContrastOne,
                                          ShakeDuration,
                                          RelativeIntensity, attenuation, Channel, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake);
     }
 }
Пример #3
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 /// <summary>
 /// Triggers a color grading 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;
         MMColorGradingShakeEvent.Trigger(ShakePostExposure, RemapPostExposureZero, RemapPostExposureOne,
                                          ShakeHueShift, RemapHueShiftZero, RemapHueShiftOne,
                                          ShakeSaturation, RemapSaturationZero, RemapSaturationOne,
                                          ShakeContrast, RemapContrastZero, RemapContrastOne,
                                          FeedbackDuration,
                                          RelativeIntensity, intensityMultiplier, Channel, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake, NormalPlayDirection, Timing.TimescaleMode);
     }
 }
 /// <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)
     {
         MMColorGradingShakeEvent.Trigger(ShakePostExposure, RemapPostExposureZero, RemapPostExposureOne,
                                          ShakeHueShift, RemapHueShiftZero, RemapHueShiftOne,
                                          ShakeSaturation, RemapSaturationZero, RemapSaturationOne,
                                          ShakeContrast, RemapContrastZero, RemapContrastOne,
                                          FeedbackDuration,
                                          stop: true);
     }
 }