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| float | BounceRaycastLength = 1f |
| | the length of the raycast used to detect bounces, should be proportionate to the size and speed of your projectile More...
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| LayerMask | BounceLayers = LayerManager.ObstaclesLayerMask |
| | the layers you want this projectile to bounce on More...
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| MMFeedbacks | BounceFeedback |
| | a feedback to trigger at every bounce More...
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| Vector2Int | AmountOfBounces = new Vector2Int(10,10) |
| | the min and max amount of bounces (a value will be picked at random between both bounds) More...
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| 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...
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| float | MinimumBounceAngle = 10f |
| | the minimum angle at which the projectile can bounce off the walls, tweak this if you'd like to avoid bounces at too low angles More...
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| bool | FaceDirection = true |
| | if true, the projectile will rotate at initialization towards its rotation More...
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| bool | FaceMovement = false |
| | if true, the projectile will rotate towards movement More...
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| 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...
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| float | Speed = 0 |
| | the speed of the object (relative to the level's speed) More...
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| float | Acceleration = 0 |
| | the acceleration of the object over time. Starts accelerating on enable. More...
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| Vector3 | Direction = Vector3.left |
| | the current direction of the object More...
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| 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...
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| Vector3 | FlipValue = new Vector3(-1,1,1) |
| | the flip factor to apply if and when the projectile is mirrored More...
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| bool | ProjectileIsFacingRight = true |
| | set this to true if your projectile's model (or sprite) is facing right, false otherwise More...
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| float | InitialInvulnerabilityDuration =0f |
| | the initial delay during which the projectile can't be destroyed More...
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| bool | DamageOwner = false |
| | should the projectile damage its owner? More...
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| UnityEvent | ExecuteOnEnable |
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| UnityEvent | ExecuteOnDisable |
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| 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...
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| WaysToDetermineBounds | BoundsBasedOn |
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| override void | OnEnable () |
| | When the objects get enabled (usually after having been pooled from an ObjectPooler, we initiate its death countdown. More...
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| override void | Initialization () |
| | On init we randomize our values, refresh our 2D collider because Unity is weird sometimes More...
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| override void | FixedUpdate () |
| | On update(), we move the object based on the level's speed and the object's speed, and apply acceleration More...
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| virtual void | SetPositionLastFrame () |
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| virtual void | EvaluateHit3D (RaycastHit hit) |
| | Decides whether or not we should bounce More...
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| virtual void | EvaluateHit2D (RaycastHit2D hit) |
| | Decides whether or not we should bounce More...
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| virtual void | Bounce2D (RaycastHit2D hit) |
| | Applies a bounce in 2D More...
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| virtual void | Bounce3D (RaycastHit hit) |
| | Applies a bounce in 3D More...
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| virtual void | Awake () |
| | On awake, we store the initial speed of the object More...
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| virtual IEnumerator | InitialInvulnerability () |
| | Handles the projectile's initial invincibility More...
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| virtual void | Flip () |
| | Flip the projectile More...
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| virtual void | Flip (bool state) |
| | Flip the projectile More...
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| virtual void | OnDeath () |
| | On death, we stop our projectile More...
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| override void | OnEnable () |
| | On enable, we trigger a short invulnerability More...
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| override void | OnDisable () |
| | On disable, we plug our OnDeath method to the health component More...
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| virtual void | Update () |
| | Called every frame More...
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| virtual void | Reset () |
| | When this component is added we define its bounds. More...
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| 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...
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|
| enum | MovementVectors { MovementVectors.Forward,
MovementVectors.Right,
MovementVectors.Up
} |
| |
| enum | WaysToDetermineBounds { WaysToDetermineBounds.Collider,
WaysToDetermineBounds.Collider2D,
WaysToDetermineBounds.Renderer,
WaysToDetermineBounds.Undefined
} |
| |
| virtual void | Movement () |
| | Handles the projectile's movement, every frame More...
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| virtual void | SetDirection (Vector3 newDirection, Quaternion newRotation, bool spawnerIsFacingRight=true) |
| | Sets the projectile's direction. More...
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| virtual void | SetWeapon (Weapon newWeapon) |
| | Sets the projectile's parent weapon. More...
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| virtual void | SetDamage (float minDamage, float maxDamage) |
| | Sets the damage caused by the projectile's DamageOnTouch to the specified value More...
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| virtual void | SetOwner (GameObject newOwner) |
| | Sets the projectile's owner. More...
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| virtual GameObject | GetOwner () |
| | Returns the current Owner of the projectile More...
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| virtual void | StopAt () |
| | On death, disables colliders and prevents movement More...
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| delegate void | Events () |
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| virtual void | Destroy () |
| | Turns the instance inactive, in order to eventually reuse it. More...
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| virtual void | TriggerOnSpawnComplete () |
| | Triggers the on spawn complete event More...
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| virtual Bounds | GetBounds () |
| | Returns the bounds of the object, based on what has been defined More...
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| virtual DamageOnTouch | TargetDamageOnTouch [get] |
| | Returns the associated damage on touch zone. More...
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| virtual Weapon | SourceWeapon [get] |
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| virtual Vector3 | Size [get, set] |
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| Events | OnSpawnComplete |
| |
Projectile class that will bounce off walls instead of exploding on impact