/// <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); } }
/// <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); }
/// <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); } }
/// <summary> /// Stops listening for events /// </summary> public override void StopListening() { base.StopListening(); MMBloomShakeEvent_URP.Unregister(OnBloomShakeEvent); }