Files
Continentis/Assets/OtherPlugins/Feel/MMFeedbacks/MMFeedbacks/Feedbacks/MMF_FreezeFrame.cs
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2025-10-23 00:49:44 -04:00

70 lines
2.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using MoreMountains.Tools;
using UnityEngine;
using UnityEngine.Scripting.APIUpdating;
namespace MoreMountains.Feedbacks
{
/// <summary>
/// This feedback will trigger a freeze frame event when played, pausing the game for the specified duration (usually short, but not necessarily)
/// </summary>
[AddComponentMenu("")]
[FeedbackHelp("This feedback will freeze the timescale for the specified duration (in seconds). I usually go with 0.01s or 0.02s, but feel free to tweak it to your liking. It requires a MMTimeManager in your scene to work.")]
[MovedFrom(false, null, "MoreMountains.Feedbacks")]
[FeedbackPath("Time/Freeze Frame")]
public class MMF_FreezeFrame : MMF_Feedback
{
/// a static bool used to disable all feedbacks of this type at once
public static bool FeedbackTypeAuthorized = true;
/// sets the inspector color for this feedback
#if UNITY_EDITOR
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.TimeColor; } }
public override bool HasCustomInspectors => true;
public override bool HasAutomaticShakerSetup => true;
#endif
[MMFInspectorGroup("Freeze Frame", true, 63)]
/// the duration of the freeze frame
[Tooltip("the duration of the freeze frame")]
public float FreezeFrameDuration = 0.1f;
/// the minimum value the timescale should be at for this freeze frame to happen. This can be useful to avoid triggering freeze frames when the timescale is already frozen.
[Tooltip("the minimum value the timescale should be at for this freeze frame to happen. This can be useful to avoid triggering freeze frames when the timescale is already frozen.")]
public float MinimumTimescaleThreshold = 0.1f;
/// the duration of this feedback is the duration of the freeze frame
public override float FeedbackDuration { get { return ApplyTimeMultiplier(FreezeFrameDuration); } set { FreezeFrameDuration = value; } }
/// <summary>
/// On Play we trigger a freeze frame event
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
if (Time.timeScale < MinimumTimescaleThreshold)
{
return;
}
MMFreezeFrameEvent.Trigger(FeedbackDuration);
}
/// <summary>
/// Automatically adds a MMTimeManager to the scene
/// </summary>
public override void AutomaticShakerSetup()
{
(MMTimeManager timeManager, bool createdNew) = Owner.gameObject.MMFindOrCreateObjectOfType<MMTimeManager>("MMTimeManager", null);
if (createdNew)
{
MMDebug.DebugLogInfo("Added a MMTimeManager to the scene. You're all set.");
}
}
}
}