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

Projectile class to be used along with projectile weapons More...

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

Public Types

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 }
 

Public Member Functions

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

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 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...
 

Protected Attributes

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

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]
 

Additional Inherited Members

- Events inherited from MoreMountains.Tools.MMPoolableObject
Events OnSpawnComplete
 

Detailed Description

Projectile class to be used along with projectile weapons

Member Enumeration Documentation

◆ MovementVectors

Enumerator
Forward 
Right 
Up 

Member Function Documentation

◆ Awake()

virtual void MoreMountains.TopDownEngine.Projectile.Awake ( )
protectedvirtual

On awake, we store the initial speed of the object

◆ FixedUpdate()

virtual void MoreMountains.TopDownEngine.Projectile.FixedUpdate ( )
protectedvirtual

On update(), we move the object based on the level's speed and the object's speed, and apply acceleration

◆ Flip() [1/2]

virtual void MoreMountains.TopDownEngine.Projectile.Flip ( )
protectedvirtual

Flip the projectile

◆ Flip() [2/2]

virtual void MoreMountains.TopDownEngine.Projectile.Flip ( bool  state)
protectedvirtual

Flip the projectile

◆ GetOwner()

virtual GameObject MoreMountains.TopDownEngine.Projectile.GetOwner ( )
virtual

Returns the current Owner of the projectile

Returns

◆ InitialInvulnerability()

virtual IEnumerator MoreMountains.TopDownEngine.Projectile.InitialInvulnerability ( )
protectedvirtual

Handles the projectile's initial invincibility

Returns
The invulnerability.

◆ Initialization()

virtual void MoreMountains.TopDownEngine.Projectile.Initialization ( )
protectedvirtual

◆ Movement()

virtual void MoreMountains.TopDownEngine.Projectile.Movement ( )
virtual

Handles the projectile's movement, every frame

Reimplemented in MoreMountains.TopDownEngine.ThrownObject, and MoreMountains.TopDownEngine.PhysicsProjectile.

◆ OnDeath()

virtual void MoreMountains.TopDownEngine.Projectile.OnDeath ( )
protectedvirtual

On death, we stop our projectile

◆ OnDisable()

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

On disable, we plug our OnDeath method to the health component

Reimplemented from MoreMountains.Tools.MMPoolableObject.

◆ OnEnable()

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

On enable, we trigger a short invulnerability

Reimplemented from MoreMountains.Tools.MMPoolableObject.

Reimplemented in MoreMountains.TopDownEngine.ThrownObject.

◆ SetDamage()

virtual void MoreMountains.TopDownEngine.Projectile.SetDamage ( float  minDamage,
float  maxDamage 
)
virtual

Sets the damage caused by the projectile's DamageOnTouch to the specified value

Parameters
newDamage

◆ SetDirection()

virtual void MoreMountains.TopDownEngine.Projectile.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 in MoreMountains.TopDownEngine.PhysicsProjectile.

◆ SetOwner()

virtual void MoreMountains.TopDownEngine.Projectile.SetOwner ( GameObject  newOwner)
virtual

Sets the projectile's owner.

Parameters
newOwnerNew owner.

◆ SetWeapon()

virtual void MoreMountains.TopDownEngine.Projectile.SetWeapon ( Weapon  newWeapon)
virtual

Sets the projectile's parent weapon.

Parameters
newWeaponNew weapon.

◆ StopAt()

virtual void MoreMountains.TopDownEngine.Projectile.StopAt ( )
virtual

On death, disables colliders and prevents movement

Member Data Documentation

◆ _collider

Collider MoreMountains.TopDownEngine.Projectile._collider
protected

◆ _collider2D

Collider2D MoreMountains.TopDownEngine.Projectile._collider2D
protected

◆ _damageOnTouch

DamageOnTouch MoreMountains.TopDownEngine.Projectile._damageOnTouch
protected

◆ _facingRightInitially

bool MoreMountains.TopDownEngine.Projectile._facingRightInitially
protected

◆ _health

Health MoreMountains.TopDownEngine.Projectile._health
protected

◆ _initialFlipX

bool MoreMountains.TopDownEngine.Projectile._initialFlipX
protected

◆ _initialInvulnerabilityDurationWFS

WaitForSeconds MoreMountains.TopDownEngine.Projectile._initialInvulnerabilityDurationWFS
protected

◆ _initialLocalScale

Vector3 MoreMountains.TopDownEngine.Projectile._initialLocalScale
protected

◆ _initialSpeed

float MoreMountains.TopDownEngine.Projectile._initialSpeed
protected

◆ _movement

Vector3 MoreMountains.TopDownEngine.Projectile._movement
protected

◆ _owner

GameObject MoreMountains.TopDownEngine.Projectile._owner
protected

◆ _rigidBody

Rigidbody MoreMountains.TopDownEngine.Projectile._rigidBody
protected

◆ _rigidBody2D

Rigidbody2D MoreMountains.TopDownEngine.Projectile._rigidBody2D
protected

◆ _shouldMove

bool MoreMountains.TopDownEngine.Projectile._shouldMove = true
protected

◆ _spawnerIsFacingRight

bool MoreMountains.TopDownEngine.Projectile._spawnerIsFacingRight
protected

◆ _spriteRenderer

SpriteRenderer MoreMountains.TopDownEngine.Projectile._spriteRenderer
protected

◆ _weapon

Weapon MoreMountains.TopDownEngine.Projectile._weapon
protected

◆ Acceleration

float MoreMountains.TopDownEngine.Projectile.Acceleration = 0

the acceleration of the object over time. Starts accelerating on enable.

◆ DamageOwner

bool MoreMountains.TopDownEngine.Projectile.DamageOwner = false

should the projectile damage its owner?

◆ Direction

Vector3 MoreMountains.TopDownEngine.Projectile.Direction = Vector3.left

the current direction of the object

◆ DirectionCanBeChangedBySpawner

bool MoreMountains.TopDownEngine.Projectile.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.

◆ FaceDirection

bool MoreMountains.TopDownEngine.Projectile.FaceDirection = true

if true, the projectile will rotate at initialization towards its rotation

◆ FaceMovement

bool MoreMountains.TopDownEngine.Projectile.FaceMovement = false

if true, the projectile will rotate towards movement

◆ FlipValue

Vector3 MoreMountains.TopDownEngine.Projectile.FlipValue = new Vector3(-1,1,1)

the flip factor to apply if and when the projectile is mirrored

◆ InitialInvulnerabilityDuration

float MoreMountains.TopDownEngine.Projectile.InitialInvulnerabilityDuration =0f

the initial delay during which the projectile can't be destroyed

◆ MovementVector

MovementVectors MoreMountains.TopDownEngine.Projectile.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

◆ ProjectileIsFacingRight

bool MoreMountains.TopDownEngine.Projectile.ProjectileIsFacingRight = true

set this to true if your projectile's model (or sprite) is facing right, false otherwise

◆ Speed

float MoreMountains.TopDownEngine.Projectile.Speed = 0

the speed of the object (relative to the level's speed)

Property Documentation

◆ SourceWeapon

virtual Weapon MoreMountains.TopDownEngine.Projectile.SourceWeapon
get

◆ TargetDamageOnTouch

virtual DamageOnTouch MoreMountains.TopDownEngine.Projectile.TargetDamageOnTouch
get

Returns the associated damage on touch zone.


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