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
-
ObjectComponentBehaviourMonoBehaviourWaveFeedback
- Inherited Members
-
MonoBehaviour.IsInvoking()MonoBehaviour.CancelInvoke()MonoBehaviour.StopCoroutine(Coroutine)MonoBehaviour.StopAllCoroutines()MonoBehaviour.destroyCancellationTokenMonoBehaviour.useGUILayoutMonoBehaviour.didStartMonoBehaviour.didAwakeMonoBehaviour.runInEditModeBehaviour.enabledBehaviour.isActiveAndEnabledComponent.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.transformComponent.transformHandleComponent.gameObjectComponent.tagObject.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.nameObject.hideFlags
Constructors
WaveFeedback()
public WaveFeedback()
Properties
Effects
public CombatEffects Effects { get; }
Property Value
Shake
public ScreenShake Shake { get; }
Property Value
Sounds
public SoundPlayer Sounds { get; }
Property Value
Methods
Chain(Vector2, Vector2)
Chain lightning needs the source position, which only the world view knows.
public void Chain(Vector2 from, Vector2 to)
Parameters
fromVector2toVector2
Clear()
public void Clear()
Configure(PresentationSettings, SoundCatalogAsset, Camera, ViewCatalogAsset)
public void Configure(PresentationSettings tuning, SoundCatalogAsset sounds = null, Camera camera = null, ViewCatalogAsset views = null)
Parameters
tuningPresentationSettingssoundsSoundCatalogAssetcameraCameraviewsViewCatalogAsset
FindCustom(string)
The first CustomEvents entry with this id, or null.
public CustomEventEffect FindCustom(string id)
Parameters
idstring
Returns
Process(SimEvent)
public void Process(SimEvent value)
Parameters
valueSimEvent
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
StatusColor(int)
Colour for a status kind index (StatusKind).
public Color StatusColor(int kind)
Parameters
kindint
Returns
- Color
WaveBegan()
A wave began: plays the wave-start cue.
public void WaveBegan()