TopDown Engine v4.3
MoreMountains.TopDownEngine.BouncyProjectile Class Reference

Projectile class that will bounce off walls instead of exploding on impact More...

Inheritance diagram for MoreMountains.TopDownEngine.BouncyProjectile:
MoreMountains.TopDownEngine.Projectile MoreMountains.Tools.MMPoolableObject MoreMountains.Tools.MMObjectBounds

Public Member Functions

virtual void OnTriggerEnter2D (Collider2D collider)
 On trigger enter 2D, we call our colliding endpoint More...
 
virtual void OnTriggerEnter (Collider collider)
 On trigger enter, we call our colliding endpoint More...
 
void PreventedCollision2D (RaycastHit2D hit)
 If we get a prevent collision 2D message, we check if we should bounce More...
 
void PreventedCollision3D (RaycastHit hit)
 If we get a prevent collision 3D message, we check if we should bounce More...
 
- Public Member Functions inherited from MoreMountains.TopDownEngine.Projectile
virtual void Movement ()
 Handles the projectile's movement, every frame More...
 
virtual void SetDirection (Vector3 newDirection, Quaternion newRotation, bool spawnerIsFacingRight=true)
 Sets the projectile's direction. More...
 
virtual void SetWeapon (Weapon newWeapon)
 Sets the projectile's parent weapon. More...
 
virtual void SetDamage (float minDamage, float maxDamage)
 Sets the damage caused by the projectile's DamageOnTouch to the specified value More...
 
virtual void SetOwner (GameObject newOwner)
 Sets the projectile's owner. More...
 
virtual GameObject GetOwner ()
 Returns the current Owner of the projectile More...
 
virtual void StopAt ()
 On death, disables colliders and prevents movement More...
 
- Public Member Functions inherited from MoreMountains.Tools.MMPoolableObject
delegate void Events ()
 
virtual void Destroy ()
 Turns the instance inactive, in order to eventually reuse it. More...
 
virtual void TriggerOnSpawnComplete ()
 Triggers the on spawn complete event More...
 
- Public Member Functions inherited from MoreMountains.Tools.MMObjectBounds
virtual Bounds GetBounds ()
 Returns the bounds of the object, based on what has been defined More...
 

Public Attributes

float BounceRaycastLength = 1f
 the length of the raycast used to detect bounces, should be proportionate to the size and speed of your projectile More...
 
LayerMask BounceLayers = LayerManager.ObstaclesLayerMask
 the layers you want this projectile to bounce on More...
 
MMFeedbacks BounceFeedback
 a feedback to trigger at every bounce More...
 
Vector2Int AmountOfBounces = new Vector2Int(10,10)
 the min and max amount of bounces (a value will be picked at random between both bounds) More...
 
Vector2 SpeedModifier = Vector2.one
 the min and max speed multiplier to apply at every bounce (a value will be picked at random between both bounds) More...
 
- Public Attributes inherited from MoreMountains.TopDownEngine.Projectile
bool FaceDirection = true
 if true, the projectile will rotate at initialization towards its rotation More...
 
bool FaceMovement = false
 if true, the projectile will rotate towards movement More...
 
MovementVectors MovementVector = MovementVectors.Forward
 if FaceMovement is true, the projectile's vector specified below will be aligned to the movement vector, usually you'll want to go with Forward in 3D, Right in 2D More...
 
float Speed = 0
 the speed of the object (relative to the level's speed) More...
 
float Acceleration = 0
 the acceleration of the object over time. Starts accelerating on enable. More...
 
Vector3 Direction = Vector3.left
 the current direction of the object More...
 
bool DirectionCanBeChangedBySpawner = true
 if set to true, the spawner can change the direction of the object. If not the one set in its inspector will be used. More...
 
Vector3 FlipValue = new Vector3(-1,1,1)
 the flip factor to apply if and when the projectile is mirrored More...
 
bool ProjectileIsFacingRight = true
 set this to true if your projectile's model (or sprite) is facing right, false otherwise More...
 
float InitialInvulnerabilityDuration =0f
 the initial delay during which the projectile can't be destroyed More...
 
bool DamageOwner = false
 should the projectile damage its owner? More...
 
- Public Attributes inherited from MoreMountains.Tools.MMPoolableObject
UnityEvent ExecuteOnEnable
 
UnityEvent ExecuteOnDisable
 
float LifeTime = 0f
 The life time, in seconds, of the object. If set to 0 it'll live forever, if set to any positive value it'll be set inactive after that time. More...
 
- Public Attributes inherited from MoreMountains.Tools.MMObjectBounds
WaysToDetermineBounds BoundsBasedOn
 

Protected Member Functions

override void Initialization ()
 On init we randomize our values, refresh our 2D collider because Unity is weird sometimes More...
 
virtual void Colliding (GameObject collider)
 Colliding endpoint More...
 
virtual void EvaluateHit3D (RaycastHit hit)
 Decides whether or not we should bounce More...
 
virtual void EvaluateHit2D (RaycastHit2D hit)
 Decides whether or not we should bounce More...
 
virtual void Bounce2D (RaycastHit2D hit)
 Applies a bounce in 2D More...
 
virtual void Bounce3D (RaycastHit hit)
 Applies a bounce in 3D More...
 
virtual void LateUpdate ()
 On late update we store our position More...
 
- Protected Member Functions inherited from MoreMountains.TopDownEngine.Projectile
virtual void Awake ()
 On awake, we store the initial speed of the object More...
 
virtual IEnumerator InitialInvulnerability ()
 Handles the projectile's initial invincibility More...
 
virtual void FixedUpdate ()
 On update(), we move the object based on the level's speed and the object's speed, and apply acceleration More...
 
virtual void Flip ()
 Flip the projectile More...
 
virtual void Flip (bool state)
 Flip the projectile More...
 
virtual void OnDeath ()
 On death, we stop our projectile More...
 
override void OnEnable ()
 On enable, we trigger a short invulnerability More...
 
override void OnDisable ()
 On disable, we plug our OnDeath method to the health component More...
 
- Protected Member Functions inherited from MoreMountains.Tools.MMPoolableObject
virtual void Update ()
 Called every frame More...
 
- Protected Member Functions inherited from MoreMountains.Tools.MMObjectBounds
virtual void Reset ()
 When this component is added we define its bounds. More...
 
virtual void DefineBoundsChoice ()
 Tries to determine automatically what the bounds should be based on. In this order, it'll keep the last found of these : Collider2D, Collider or Renderer. If none of these is found, it'll be set as Undefined. More...
 

Protected Attributes

Vector3 _positionLastFrame
 
Vector3 _raycastDirection
 
Vector3 _reflectedDirection
 
int _randomAmountOfBounces
 
int _bouncesLeft
 
float _randomSpeedModifier
 
- Protected Attributes inherited from MoreMountains.TopDownEngine.Projectile
Weapon _weapon
 
GameObject _owner
 
Vector3 _movement
 
float _initialSpeed
 
SpriteRenderer _spriteRenderer
 
DamageOnTouch _damageOnTouch
 
WaitForSeconds _initialInvulnerabilityDurationWFS
 
Collider _collider
 
Collider2D _collider2D
 
Rigidbody _rigidBody
 
Rigidbody2D _rigidBody2D
 
bool _facingRightInitially
 
bool _initialFlipX
 
Vector3 _initialLocalScale
 
bool _shouldMove = true
 
Health _health
 
bool _spawnerIsFacingRight
 

Additional Inherited Members

- Public Types inherited from MoreMountains.TopDownEngine.Projectile
enum  MovementVectors { Forward , Right , Up }
 
- Public Types inherited from MoreMountains.Tools.MMObjectBounds
enum  WaysToDetermineBounds { Collider , Collider2D , Renderer , Undefined }
 
- Properties inherited from MoreMountains.TopDownEngine.Projectile
virtual DamageOnTouch TargetDamageOnTouch [get]
 Returns the associated damage on touch zone. More...
 
virtual Weapon SourceWeapon [get]
 
- Properties inherited from MoreMountains.Tools.MMObjectBounds
virtual Vector3 Size [getset]
 
- Events inherited from MoreMountains.Tools.MMPoolableObject
Events OnSpawnComplete
 

Detailed Description

Projectile class that will bounce off walls instead of exploding on impact

Member Function Documentation

◆ Bounce2D()

virtual void MoreMountains.TopDownEngine.BouncyProjectile.Bounce2D ( RaycastHit2D  hit)
protectedvirtual

Applies a bounce in 2D

Parameters
hit

◆ Bounce3D()

virtual void MoreMountains.TopDownEngine.BouncyProjectile.Bounce3D ( RaycastHit  hit)
protectedvirtual

Applies a bounce in 3D

Parameters
hit

◆ Colliding()

virtual void MoreMountains.TopDownEngine.BouncyProjectile.Colliding ( GameObject  collider)
protectedvirtual

Colliding endpoint

Parameters
collider

◆ EvaluateHit2D()

virtual void MoreMountains.TopDownEngine.BouncyProjectile.EvaluateHit2D ( RaycastHit2D  hit)
protectedvirtual

Decides whether or not we should bounce

◆ EvaluateHit3D()

virtual void MoreMountains.TopDownEngine.BouncyProjectile.EvaluateHit3D ( RaycastHit  hit)
protectedvirtual

Decides whether or not we should bounce

Parameters
hit

◆ Initialization()

override void MoreMountains.TopDownEngine.BouncyProjectile.Initialization ( )
protectedvirtual

On init we randomize our values, refresh our 2D collider because Unity is weird sometimes

Reimplemented from MoreMountains.TopDownEngine.Projectile.

◆ LateUpdate()

virtual void MoreMountains.TopDownEngine.BouncyProjectile.LateUpdate ( )
protectedvirtual

On late update we store our position

◆ OnTriggerEnter()

virtual void MoreMountains.TopDownEngine.BouncyProjectile.OnTriggerEnter ( Collider  collider)
virtual

On trigger enter, we call our colliding endpoint

Parameters
collider

◆ OnTriggerEnter2D()

virtual void MoreMountains.TopDownEngine.BouncyProjectile.OnTriggerEnter2D ( Collider2D  collider)
virtual

On trigger enter 2D, we call our colliding endpoint

Parameters
collider

S

◆ PreventedCollision2D()

void MoreMountains.TopDownEngine.BouncyProjectile.PreventedCollision2D ( RaycastHit2D  hit)

If we get a prevent collision 2D message, we check if we should bounce

Parameters
hit

◆ PreventedCollision3D()

void MoreMountains.TopDownEngine.BouncyProjectile.PreventedCollision3D ( RaycastHit  hit)

If we get a prevent collision 3D message, we check if we should bounce

Parameters
hit

Member Data Documentation

◆ _bouncesLeft

int MoreMountains.TopDownEngine.BouncyProjectile._bouncesLeft
protected

◆ _positionLastFrame

Vector3 MoreMountains.TopDownEngine.BouncyProjectile._positionLastFrame
protected

◆ _randomAmountOfBounces

int MoreMountains.TopDownEngine.BouncyProjectile._randomAmountOfBounces
protected

◆ _randomSpeedModifier

float MoreMountains.TopDownEngine.BouncyProjectile._randomSpeedModifier
protected

◆ _raycastDirection

Vector3 MoreMountains.TopDownEngine.BouncyProjectile._raycastDirection
protected

◆ _reflectedDirection

Vector3 MoreMountains.TopDownEngine.BouncyProjectile._reflectedDirection
protected

◆ AmountOfBounces

Vector2Int MoreMountains.TopDownEngine.BouncyProjectile.AmountOfBounces = new Vector2Int(10,10)

the min and max amount of bounces (a value will be picked at random between both bounds)

◆ BounceFeedback

MMFeedbacks MoreMountains.TopDownEngine.BouncyProjectile.BounceFeedback

a feedback to trigger at every bounce

◆ BounceLayers

LayerMask MoreMountains.TopDownEngine.BouncyProjectile.BounceLayers = LayerManager.ObstaclesLayerMask

the layers you want this projectile to bounce on

◆ BounceRaycastLength

float MoreMountains.TopDownEngine.BouncyProjectile.BounceRaycastLength = 1f

the length of the raycast used to detect bounces, should be proportionate to the size and speed of your projectile

◆ SpeedModifier

Vector2 MoreMountains.TopDownEngine.BouncyProjectile.SpeedModifier = Vector2.one

the min and max speed multiplier to apply at every bounce (a value will be picked at random between both bounds)


The documentation for this class was generated from the following file: