/// <summary> /// On Play we animate our softness /// </summary> /// <param name="position"></param> /// <param name="feedbacksIntensity"></param> protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f) { if (TargetTMPText == null) { return; } if (Active) { switch (Mode) { case MMFeedbackBase.Modes.Instant: TargetTMPText.fontMaterial.SetFloat(ShaderUtilities.ID_OutlineSoftness, InstantSoftness); TargetTMPText.UpdateMeshPadding(); break; case MMFeedbackBase.Modes.OverTime: if (!AllowAdditivePlays && (_coroutine != null)) { return; } _coroutine = Owner.StartCoroutine(ApplyValueOverTime()); break; } } }