/// <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) { MMWhiteBalanceShakeEvent_URP.Trigger(ShakeTemperature, FeedbackDuration, RemapTemperatureZero, RemapTemperatureOne, ShakeTint, RemapTintZero, RemapTintOne, RelativeValues, stop: true, channel: Channel); } }
/// <summary> /// Triggers a white balance shake /// </summary> /// <param name="position"></param> /// <param name="attenuation"></param> protected override void CustomPlayFeedback(Vector3 position, float attenuation = 1.0f) { if (Active) { MMWhiteBalanceShakeEvent_URP.Trigger(ShakeTemperature, ShakeDuration, RemapTemperatureZero, RemapTemperatureOne, ShakeTint, RemapTintZero, RemapTintOne, RelativeValues, attenuation, Channel, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake); } }
/// <summary> /// Triggers a white balance shake /// </summary> /// <param name="position"></param> /// <param name="attenuation"></param> protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f) { if (Active) { float intensityMultiplier = Timing.ConstantIntensity ? 1f : feedbacksIntensity; MMWhiteBalanceShakeEvent_URP.Trigger(ShakeTemperature, FeedbackDuration, RemapTemperatureZero, RemapTemperatureOne, ShakeTint, RemapTintZero, RemapTintOne, RelativeValues, intensityMultiplier, Channel, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake, NormalPlayDirection, Timing.TimescaleMode); } }