Class SignalCue
A signal condition played over a screen’s steady signal for a while: its level rises over the attack, falls over the decay to the sustain, holds there, and falls to nothing over the release, with a wobble from the modulation on top. The cue ends on its own after the release, or when DarkEffekt.Terminal.Unity.TerminalScreenBase.Stop(DarkEffekt.Terminal.Unity.SignalCue) is called, which starts the release at once. The steady signal underneath is never written.
Assembly: DarkEffekt.Terminal
Section titled “Assembly: DarkEffekt.Terminal”[Serializable]public sealed class SignalCueProperties
Section titled “Properties”IsPlaying
Section titled “IsPlaying”True while the cue plays, from Play until its release has ended.
public bool IsPlaying { get; }Fields
Section titled “Fields”condition
Section titled “condition”[Tooltip("The condition the cue plays, at its full level.")]public SignalCondition condition[Tooltip("How the cue combines with the signal under it.")]public SignalBlend blendattack
Section titled “attack”[Header("Envelope")][Tooltip("Seconds the level takes to rise to 1.")][Min(0)]public float attack[Tooltip("Seconds the level then takes to fall to the sustain.")][Min(0)]public float decaysustain
Section titled “sustain”[Tooltip("The level the cue holds, from 0 to 1.")][Range(0, 1)]public float sustain[Tooltip("Seconds the cue holds at the sustain. Infinity holds until the cue is stopped.")][Min(0)]public float holdrelease
Section titled “release”[Tooltip("Seconds the level takes to fall to nothing at the end.")][Min(0)]public float releasemodulation
Section titled “modulation”[Header("Modulation")]public SignalModulation modulationMethods
Section titled “Methods”Hold(SignalCondition, float, SignalBlend)
Section titled “Hold(SignalCondition, float, SignalBlend)”A cue of one condition, held for a number of seconds, with a short attack and release.
public static SignalCue Hold(SignalCondition condition, float seconds, SignalBlend blend = SignalBlend.Max)Returns
Section titled “Returns”DarkEffekt.Terminal.Unity.SignalCue
Parameters
Section titled “Parameters”| Type | Name |
|---|---|
| DarkEffekt.Terminal.Unity.SignalCondition | condition |
System.Single |
seconds |
| DarkEffekt.Terminal.Unity.SignalBlend | blend |
Level(double, double?)
Section titled “Level(double, double?)”The level at a time since the cue started, from 0 to 1, or below 0
once the cue is over. releasedAt is when the
release began, in seconds since the start, if it has.
public float Level(double since, double? releasedAt)Returns
Section titled “Returns”System.Single
Parameters
Section titled “Parameters”| Type | Name |
|---|---|
System.Double |
since |
System.Nullable<System.Double> |
releasedAt |
Events
Section titled “Events”Raised when the cue has ended, on the main thread.
public event Action EndedEvent Type
Section titled “Event Type”System.Action