TopDown Engine  v4.1
MoreMountains.TopDownEngine.PhysicsProjectile Class Reference

Use this class for physics based projectiles (meant to be thrown by a ProjectileWeapon) More...

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

Public Member Functions

override void Movement ()
 Handles the projectile's movement, every frame More...
 
override void SetDirection (Vector3 newDirection, Quaternion newRotation, bool spawnerIsFacingRight=true)
 Sets the projectile's direction. More...
 
- Public Member Functions inherited from MoreMountains.TopDownEngine.Projectile
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 InitialForce = 10f
 
Vector3 InitialRotation = Vector3.zero
 
ForceMode InitialForceMode = ForceMode.Impulse
 
ForceMode2D InitialForceMode2D = ForceMode2D.Impulse
 
- 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

virtual void SetRigidbody (bool state)
 Sets the associated rb or rb2D to kinematic or not depending on the state More...
 
override void OnEnable ()
 On enable, we force our rb to not be kinematic More...
 
override void OnDisable ()
 On disable, we force our rb to be kinematic to kill any remaining velocity 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 Initialization ()
 Initializes the projectile 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...
 

Additional Inherited Members

- Public Types inherited from MoreMountains.TopDownEngine.Projectile
enum  MovementVectors { MovementVectors.Forward, MovementVectors.Right, MovementVectors.Up }
 
- Public Types inherited from MoreMountains.Tools.MMObjectBounds
enum  WaysToDetermineBounds { WaysToDetermineBounds.Collider, WaysToDetermineBounds.Collider2D, WaysToDetermineBounds.Renderer, WaysToDetermineBounds.Undefined }
 
- 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
 
- 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 [get, set]
 
- Events inherited from MoreMountains.Tools.MMPoolableObject
Events OnSpawnComplete
 

Detailed Description

Use this class for physics based projectiles (meant to be thrown by a ProjectileWeapon)

Member Function Documentation

◆ Movement()

override void MoreMountains.TopDownEngine.PhysicsProjectile.Movement ( )
virtual

Handles the projectile's movement, every frame

Reimplemented from MoreMountains.TopDownEngine.Projectile.

◆ OnDisable()

override void MoreMountains.TopDownEngine.PhysicsProjectile.OnDisable ( )
protectedvirtual

On disable, we force our rb to be kinematic to kill any remaining velocity

Reimplemented from MoreMountains.Tools.MMPoolableObject.

◆ OnEnable()

override void MoreMountains.TopDownEngine.PhysicsProjectile.OnEnable ( )
protectedvirtual

On enable, we force our rb to not be kinematic

Reimplemented from MoreMountains.Tools.MMPoolableObject.

◆ SetDirection()

override void MoreMountains.TopDownEngine.PhysicsProjectile.SetDirection ( Vector3  newDirection,
Quaternion  newRotation,
bool  spawnerIsFacingRight = true 
)
virtual

Sets the projectile's direction.

Parameters
newDirectionNew direction.
newRotationNew rotation.
spawnerIsFacingRightIf set to true spawner is facing right.

Reimplemented from MoreMountains.TopDownEngine.Projectile.

◆ SetRigidbody()

virtual void MoreMountains.TopDownEngine.PhysicsProjectile.SetRigidbody ( bool  state)
protectedvirtual

Sets the associated rb or rb2D to kinematic or not depending on the state

Parameters
state

Member Data Documentation

◆ InitialForce

float MoreMountains.TopDownEngine.PhysicsProjectile.InitialForce = 10f

◆ InitialForceMode

ForceMode MoreMountains.TopDownEngine.PhysicsProjectile.InitialForceMode = ForceMode.Impulse

◆ InitialForceMode2D

ForceMode2D MoreMountains.TopDownEngine.PhysicsProjectile.InitialForceMode2D = ForceMode2D.Impulse

◆ InitialRotation

Vector3 MoreMountains.TopDownEngine.PhysicsProjectile.InitialRotation = Vector3.zero

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