Highroad Engine v1.3
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A class used to control a float in any other class, over time To use it, simply drag a monobehaviour in its target field, pick a control mode (ping pong or random), and tweak the settings More...
Public Types | |
enum | TargetTypes { Renderer , Image , RawImage , Text } |
the possible types of targets More... | |
enum | PropertyTypes { Bool , Float , Int , Vector , Keyword , Color } |
the possible types of properties More... | |
enum | ControlModes { PingPong , Random , OneTime , AudioAnalyzer , ToDestination , Driven } |
the possible control modes More... | |
Public Member Functions | |
virtual bool | FindShaderProperty (string propertyName) |
Finds an attribute (property or field) on the target object More... | |
virtual void | Initialization () |
Grabs the target property and initializes stuff More... | |
virtual void | SetDrivenLevelAbsolute (float level) |
Sets the level to the value passed in parameters More... | |
virtual void | SetDrivenLevelNormalized (float normalizedLevel, float remapZero, float remapOne) |
Sets the level to the remapped value passed in parameters More... | |
virtual void | OneTime () |
Triggers a one time shake of the shader controller More... | |
virtual void | ToDestination () |
Triggers a one time shake of the controller to a specified destination value More... | |
void | SetFromColor (Color newColor) |
Use this method to change the FromColor value More... | |
void | SetToColor (Color newColor) |
Use this method to change the ToColor value More... | |
virtual void | SetRemapOneTimeMin (float newValue) |
Use this method to change the OneTimeRemapMin value More... | |
virtual void | SetRemapOneTimeMax (float newValue) |
Use this method to change the OneTimeRemapMax value More... | |
virtual void | SetToDestinationValue (float newValue) |
Use this method to change the ToDestinationValue More... | |
virtual void | Stop () |
Interrupts any tween in progress, and disables itself More... | |
Public Attributes | |
TargetTypes | TargetType = TargetTypes.Renderer |
the type of renderer to pilot More... | |
Renderer | TargetRenderer |
the renderer with the shader you want to control More... | |
int | TargetMaterialID = 0 |
the ID of the material in the Materials array on the target renderer (usually 0) More... | |
Image | TargetImage |
the Image with the shader you want to control More... | |
bool | UseMaterialForRendering = false |
if this is true, the 'materialForRendering' for this Image will be used, instead of the regular material More... | |
RawImage | TargetRawImage |
the RawImage with the shader you want to control More... | |
Text | TargetText |
the Text with the shader you want to control More... | |
bool | CacheMaterial = true |
if this is true, material will be cached on Start More... | |
bool | CreateMaterialInstance = false |
if this is true, an instance of the material will be created on start so that this controller only affects its target More... | |
string | TargetPropertyName |
the EXACT name of the property to affect More... | |
PropertyTypes | PropertyType = PropertyTypes.Float |
the type of the property to affect More... | |
bool | X |
whether or not to affect its x component More... | |
bool | Y |
whether or not to affect its y component More... | |
bool | Z |
whether or not to affect its z component More... | |
bool | W |
whether or not to affect its w component More... | |
Color | FromColor = Color.black |
the color to lerp from More... | |
Color | ToColor = Color.white |
the color to lerp to More... | |
ControlModes | ControlMode |
the control mode (ping pong or random) More... | |
bool | AddToInitialValue = false |
whether or not the updated value should be added to the initial one More... | |
bool | UseUnscaledTime = true |
whether or not to use unscaled time More... | |
bool | RevertToInitialValueAfterEnd = true |
whether or not you want to revert to the InitialValue after the control ends More... | |
bool | UseMaterialPropertyBlocks = false |
if this is true, this component will use material property blocks instead of working on an instance of the material. More... | |
bool | SafeMode = false |
whether or not to perform extra safety checks (safer, more costly) More... | |
MMTweenType | Curve |
the curve to apply to the tween More... | |
float | MinValue = 0f |
the minimum value for the ping pong More... | |
float | MaxValue = 5f |
the maximum value for the ping pong More... | |
float | Duration = 1f |
the duration of one ping (or pong) More... | |
float | PingPongPauseDuration = 1f |
the duration of the pause between two ping (or pongs) (in seconds) More... | |
float | DrivenLevel = 0f |
the value that will be applied to the controlled float in driven mode More... | |
Vector2 | Amplitude = new Vector2(0f,5f) |
the noise amplitude More... | |
Vector2 | Frequency = new Vector2(1f, 1f) |
the noise frequency More... | |
Vector2 | Shift = new Vector2(0f, 1f) |
the noise shift More... | |
bool | RemapNoiseValues = false |
if this is true, will let you remap the noise value (without amplitude) to the bounds you've specified More... | |
float | RemapNoiseZero = 0f |
the value to which to remap the random's zero bound More... | |
float | RemapNoiseOne = 1f |
the value to which to remap the random's one bound More... | |
float | OneTimeDuration = 1f |
the duration of the One Time shake More... | |
float | OneTimeAmplitude = 1f |
the amplitude of the One Time shake (this will be multiplied by the curve's height) More... | |
float | OneTimeRemapMin = 0f |
the low value to remap the normalized curve value to More... | |
float | OneTimeRemapMax = 1f |
the high value to remap the normalized curve value to More... | |
AnimationCurve | OneTimeCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0)) |
the curve to apply to the one time shake More... | |
bool | OneTimeButton |
a test button for the one time shake More... | |
bool | DisableAfterOneTime = false |
whether or not this controller should go back to sleep after a OneTime More... | |
bool | DisableGameObjectAfterOneTime = false |
whether or not this controller should go back to sleep after a OneTime More... | |
MMAudioAnalyzer | AudioAnalyzer |
the bound audio analyzer used to drive this controller More... | |
int | BeatID |
the ID of the selected beat on the analyzer More... | |
float | AudioAnalyzerMultiplier = 1f |
the multiplier to apply to the value out of the analyzer More... | |
float | AudioAnalyzerOffset = 0f |
the offset to apply to the value out of the analyzer More... | |
float | AudioAnalyzerLerp = 60f |
the speed at which to lerp the value More... | |
float | ToDestinationValue = 1f |
the value to go to when in ToDestination mode More... | |
float | ToDestinationDuration = 1f |
the duration of the ToDestination tween More... | |
AnimationCurve | ToDestinationCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 0.6f), new Keyframe(1f, 1f)) |
the curve to use to tween to the ToDestination value More... | |
bool | ToDestinationButton |
a test button for the one time shake More... | |
bool | DisableAfterToDestination = false |
whether or not this controller should go back to sleep after a OneTime More... | |
float | InitialValue |
the initial value of the controlled float More... | |
float | CurrentValue |
the current value of the controlled float More... | |
float | CurrentValueNormalized = 0f |
the current value of the controlled float, normalized More... | |
Color | InitialColor |
the current value of the controlled float More... | |
int | PropertyID |
the ID of the property More... | |
bool | PropertyFound = false |
whether or not the property got found More... | |
Material | TargetMaterial |
the target material More... | |
float | PingPong |
internal use only More... | |
Protected Member Functions | |
virtual void | Awake () |
On start we initialize our controller More... | |
virtual void | OnEnable () |
On enable, grabs the initial value More... | |
virtual bool | RendererIsNull () |
Returns true if the renderer is null, false otherwise More... | |
float | GetDeltaTime () |
Returns the relevant delta time More... | |
float | GetTime () |
Returns the relevant time More... | |
virtual void | Update () |
On Update, we move our value based on the defined settings More... | |
virtual void | OnDisable () |
virtual void | UpdateValue () |
Updates the value over time based on the selected options More... | |
virtual float | GetInitialValue () |
Grabs and stores the initial value More... | |
virtual void | SetValue (float newValue) |
Sets the value in the shader More... | |
Protected Attributes | |
float | _randomAmplitude |
float | _randomFrequency |
float | _randomShift |
float | _elapsedTime = 0f |
bool | _shaking = false |
float | _startedTimestamp = 0f |
float | _remappedTimeSinceStart = 0f |
Color | _currentColor |
Vector4 | _vectorValue |
float | _pingPongDirection = 1f |
float | _lastPingPongPauseAt = 0f |
float | _initialValue = 0f |
Color | _fromColorStorage |
bool | _activeLastFrame = false |
MaterialPropertyBlock | _propertyBlock |
A class used to control a float in any other class, over time To use it, simply drag a monobehaviour in its target field, pick a control mode (ping pong or random), and tweak the settings
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protectedvirtual |
On start we initialize our controller
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Finds an attribute (property or field) on the target object
propertyName |
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Returns the relevant delta time
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Grabs and stores the initial value
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Returns the relevant time
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Grabs the target property and initializes stuff
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On enable, grabs the initial value
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Triggers a one time shake of the shader controller
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Returns true if the renderer is null, false otherwise
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Sets the level to the value passed in parameters
level |
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Sets the level to the remapped value passed in parameters
normalizedLevel | |
remapZero | |
remapOne |
void MoreMountains.Tools.ShaderController.SetFromColor | ( | Color | newColor | ) |
Use this method to change the FromColor value
newColor |
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Use this method to change the OneTimeRemapMax value
newValue |
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Use this method to change the OneTimeRemapMin value
newValue |
void MoreMountains.Tools.ShaderController.SetToColor | ( | Color | newColor | ) |
Use this method to change the ToColor value
newColor |
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Use this method to change the ToDestinationValue
newValue |
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Sets the value in the shader
newValue |
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Interrupts any tween in progress, and disables itself
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Triggers a one time shake of the controller to a specified destination value
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On Update, we move our value based on the defined settings
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Updates the value over time based on the selected options
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bool MoreMountains.Tools.ShaderController.AddToInitialValue = false |
whether or not the updated value should be added to the initial one
Vector2 MoreMountains.Tools.ShaderController.Amplitude = new Vector2(0f,5f) |
the noise amplitude
MMAudioAnalyzer MoreMountains.Tools.ShaderController.AudioAnalyzer |
the bound audio analyzer used to drive this controller
float MoreMountains.Tools.ShaderController.AudioAnalyzerLerp = 60f |
the speed at which to lerp the value
float MoreMountains.Tools.ShaderController.AudioAnalyzerMultiplier = 1f |
the multiplier to apply to the value out of the analyzer
float MoreMountains.Tools.ShaderController.AudioAnalyzerOffset = 0f |
the offset to apply to the value out of the analyzer
int MoreMountains.Tools.ShaderController.BeatID |
the ID of the selected beat on the analyzer
bool MoreMountains.Tools.ShaderController.CacheMaterial = true |
if this is true, material will be cached on Start
ControlModes MoreMountains.Tools.ShaderController.ControlMode |
the control mode (ping pong or random)
bool MoreMountains.Tools.ShaderController.CreateMaterialInstance = false |
if this is true, an instance of the material will be created on start so that this controller only affects its target
float MoreMountains.Tools.ShaderController.CurrentValue |
the current value of the controlled float
float MoreMountains.Tools.ShaderController.CurrentValueNormalized = 0f |
the current value of the controlled float, normalized
MMTweenType MoreMountains.Tools.ShaderController.Curve |
the curve to apply to the tween
bool MoreMountains.Tools.ShaderController.DisableAfterOneTime = false |
whether or not this controller should go back to sleep after a OneTime
bool MoreMountains.Tools.ShaderController.DisableAfterToDestination = false |
whether or not this controller should go back to sleep after a OneTime
bool MoreMountains.Tools.ShaderController.DisableGameObjectAfterOneTime = false |
whether or not this controller should go back to sleep after a OneTime
float MoreMountains.Tools.ShaderController.DrivenLevel = 0f |
the value that will be applied to the controlled float in driven mode
float MoreMountains.Tools.ShaderController.Duration = 1f |
the duration of one ping (or pong)
Vector2 MoreMountains.Tools.ShaderController.Frequency = new Vector2(1f, 1f) |
the noise frequency
Color MoreMountains.Tools.ShaderController.FromColor = Color.black |
the color to lerp from
Color MoreMountains.Tools.ShaderController.InitialColor |
the current value of the controlled float
float MoreMountains.Tools.ShaderController.InitialValue |
the initial value of the controlled float
float MoreMountains.Tools.ShaderController.MaxValue = 5f |
the maximum value for the ping pong
float MoreMountains.Tools.ShaderController.MinValue = 0f |
the minimum value for the ping pong
float MoreMountains.Tools.ShaderController.OneTimeAmplitude = 1f |
the amplitude of the One Time shake (this will be multiplied by the curve's height)
bool MoreMountains.Tools.ShaderController.OneTimeButton |
a test button for the one time shake
AnimationCurve MoreMountains.Tools.ShaderController.OneTimeCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0)) |
the curve to apply to the one time shake
float MoreMountains.Tools.ShaderController.OneTimeDuration = 1f |
the duration of the One Time shake
float MoreMountains.Tools.ShaderController.OneTimeRemapMax = 1f |
the high value to remap the normalized curve value to
float MoreMountains.Tools.ShaderController.OneTimeRemapMin = 0f |
the low value to remap the normalized curve value to
float MoreMountains.Tools.ShaderController.PingPong |
internal use only
float MoreMountains.Tools.ShaderController.PingPongPauseDuration = 1f |
the duration of the pause between two ping (or pongs) (in seconds)
bool MoreMountains.Tools.ShaderController.PropertyFound = false |
whether or not the property got found
int MoreMountains.Tools.ShaderController.PropertyID |
the ID of the property
PropertyTypes MoreMountains.Tools.ShaderController.PropertyType = PropertyTypes.Float |
the type of the property to affect
float MoreMountains.Tools.ShaderController.RemapNoiseOne = 1f |
the value to which to remap the random's one bound
bool MoreMountains.Tools.ShaderController.RemapNoiseValues = false |
if this is true, will let you remap the noise value (without amplitude) to the bounds you've specified
float MoreMountains.Tools.ShaderController.RemapNoiseZero = 0f |
the value to which to remap the random's zero bound
bool MoreMountains.Tools.ShaderController.RevertToInitialValueAfterEnd = true |
whether or not you want to revert to the InitialValue after the control ends
bool MoreMountains.Tools.ShaderController.SafeMode = false |
whether or not to perform extra safety checks (safer, more costly)
Vector2 MoreMountains.Tools.ShaderController.Shift = new Vector2(0f, 1f) |
the noise shift
Image MoreMountains.Tools.ShaderController.TargetImage |
the Image with the shader you want to control
Material MoreMountains.Tools.ShaderController.TargetMaterial |
the target material
int MoreMountains.Tools.ShaderController.TargetMaterialID = 0 |
the ID of the material in the Materials array on the target renderer (usually 0)
string MoreMountains.Tools.ShaderController.TargetPropertyName |
the EXACT name of the property to affect
RawImage MoreMountains.Tools.ShaderController.TargetRawImage |
the RawImage with the shader you want to control
Renderer MoreMountains.Tools.ShaderController.TargetRenderer |
the renderer with the shader you want to control
Text MoreMountains.Tools.ShaderController.TargetText |
the Text with the shader you want to control
TargetTypes MoreMountains.Tools.ShaderController.TargetType = TargetTypes.Renderer |
the type of renderer to pilot
Color MoreMountains.Tools.ShaderController.ToColor = Color.white |
the color to lerp to
bool MoreMountains.Tools.ShaderController.ToDestinationButton |
a test button for the one time shake
AnimationCurve MoreMountains.Tools.ShaderController.ToDestinationCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 0.6f), new Keyframe(1f, 1f)) |
the curve to use to tween to the ToDestination value
float MoreMountains.Tools.ShaderController.ToDestinationDuration = 1f |
the duration of the ToDestination tween
float MoreMountains.Tools.ShaderController.ToDestinationValue = 1f |
the value to go to when in ToDestination mode
bool MoreMountains.Tools.ShaderController.UseMaterialForRendering = false |
if this is true, the 'materialForRendering' for this Image will be used, instead of the regular material
bool MoreMountains.Tools.ShaderController.UseMaterialPropertyBlocks = false |
if this is true, this component will use material property blocks instead of working on an instance of the material.
bool MoreMountains.Tools.ShaderController.UseUnscaledTime = true |
whether or not to use unscaled time
bool MoreMountains.Tools.ShaderController.W |
whether or not to affect its w component
bool MoreMountains.Tools.ShaderController.X |
whether or not to affect its x component
bool MoreMountains.Tools.ShaderController.Y |
whether or not to affect its y component
bool MoreMountains.Tools.ShaderController.Z |
whether or not to affect its z component