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60 lines
1.8 KiB
C#
60 lines
1.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using MoreMountains.Tools;
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namespace MoreMountains.Feedbacks
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{
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/// <summary>
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/// This feedback will trigger a MMBlink object, letting you blink something
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/// </summary>
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[AddComponentMenu("")]
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[FeedbackHelp("This feedback lets you trigger a blink on an MMBlink object.")]
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[FeedbackPath("Renderer/MMBlink")]
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public class MMFeedbackBlink : MMFeedback
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{
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/// a static bool used to disable all feedbacks of this type at once
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public static bool FeedbackTypeAuthorized = true;
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/// sets the inspector color for this feedback
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#if UNITY_EDITOR
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public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.RendererColor; } }
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#endif
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/// the possible modes for this feedback, that correspond to MMBlink's public methods
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public enum BlinkModes { Toggle, Start, Stop }
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[Header("Blink")]
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/// the target object to blink
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[Tooltip("the target object to blink")]
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public MMBlink TargetBlink;
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/// the selected mode for this feedback
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[Tooltip("the selected mode for this feedback")]
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public BlinkModes BlinkMode = BlinkModes.Toggle;
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/// <summary>
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/// On Custom play, we trigger our MMBlink object
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/// </summary>
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/// <param name="position"></param>
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/// <param name="feedbacksIntensity"></param>
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protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
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{
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if (!Active || !FeedbackTypeAuthorized || (TargetBlink == null))
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{
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return;
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}
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TargetBlink.TimescaleMode = Timing.TimescaleMode;
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switch (BlinkMode)
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{
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case BlinkModes.Toggle:
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TargetBlink.ToggleBlinking();
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break;
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case BlinkModes.Start:
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TargetBlink.StartBlinking();
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break;
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case BlinkModes.Stop:
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TargetBlink.StopBlinking();
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break;
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}
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}
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}
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} |