Class WaveFeedback

Namespace
SurvivorsMaker.Presentation
Assembly
SurvivorsMaker.Presentation.dll

Event-driven world text, death pops, camera shake and pooled audio.

public sealed class WaveFeedback : MonoBehaviour
Inheritance
Object
Component
Behaviour
MonoBehaviour
WaveFeedback
Inherited Members
MonoBehaviour.IsInvoking()
MonoBehaviour.CancelInvoke()
MonoBehaviour.StopCoroutine(Coroutine)
MonoBehaviour.StopAllCoroutines()
MonoBehaviour.destroyCancellationToken
MonoBehaviour.useGUILayout
MonoBehaviour.didStart
MonoBehaviour.didAwake
MonoBehaviour.runInEditMode
Behaviour.enabled
Behaviour.isActiveAndEnabled
Component.GetComponent<T>()
Component.TryGetComponent<T>(out T)
Component.GetComponentInChildren<T>()
Component.GetComponentsInChildren<T>()
Component.GetComponentInParent<T>()
Component.GetComponentsInParent<T>()
Component.GetComponents<T>()
Component.GetComponentIndex()
Component.CompareTag(TagHandle)
Component.transform
Component.transformHandle
Component.gameObject
Component.tag
Object.GetEntityId()
Object.GetInstanceID()
Object.GetHashCode()
Object.InstantiateAsync<T>(T)
Object.InstantiateAsync<T>(T, Transform)
Object.InstantiateAsync<T>(T, Vector3, Quaternion)
Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
Object.Instantiate(Object, Vector3, Quaternion)
Object.Instantiate(Object, Vector3, Quaternion, Transform)
Object.Instantiate(Object)
Object.Instantiate(Object, Scene)
Object.Instantiate<T>(T, InstantiateParameters)
Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)
Object.Instantiate(Object, Transform)
Object.Instantiate<T>(T)
Object.Instantiate<T>(T, Vector3, Quaternion)
Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
Object.Instantiate<T>(T, Transform)
Object.Destroy(Object)
Object.DestroyImmediate(Object)
Object.DontDestroyOnLoad(Object)
Object.DestroyObject(Object)
Object.FindObjectsOfType<T>()
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindObjectOfType<T>()
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Object.ToString()
Object.name
Object.hideFlags

Constructors

WaveFeedback()

public WaveFeedback()

Properties

Effects

public CombatEffects Effects { get; }

Property Value

CombatEffects

Shake

public ScreenShake Shake { get; }

Property Value

ScreenShake

Sounds

public SoundPlayer Sounds { get; }

Property Value

SoundPlayer

Methods

Chain(Vector2, Vector2)

Chain lightning needs the source position, which only the world view knows.

public void Chain(Vector2 from, Vector2 to)

Parameters

from Vector2
to Vector2

Clear()

public void Clear()

Configure(PresentationSettings, SoundCatalogAsset, Camera, ViewCatalogAsset)

public void Configure(PresentationSettings tuning, SoundCatalogAsset sounds = null, Camera camera = null, ViewCatalogAsset views = null)

Parameters

tuning PresentationSettings
sounds SoundCatalogAsset
camera Camera
views ViewCatalogAsset

FindCustom(string)

The first CustomEvents entry with this id, or null.

public CustomEventEffect FindCustom(string id)

Parameters

id string

Returns

CustomEventEffect

Process(SimEvent)

public void Process(SimEvent value)

Parameters

value SimEvent

Process(SimEvent, SimWorld)

Shows and plays one event. world lets sounds tell weapon kinds and trigger actions apart.

public void Process(SimEvent value, SimWorld world)

Parameters

value SimEvent
world SimWorld

StatusColor(int)

Colour for a status kind index (StatusKind).

public Color StatusColor(int kind)

Parameters

kind int

Returns

Color

WaveBegan()

A wave began: plays the wave-start cue.

public void WaveBegan()