Projectile class to be used along with projectile weapons
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| 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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| 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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| 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 | Initialization () |
| | Initializes the projectile More...
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| virtual 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 | 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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Projectile class to be used along with projectile weapons
◆ MovementVectors
| Enumerator |
|---|
| Forward | |
| Right | |
| Up | |
◆ Awake()
| virtual void MoreMountains.TopDownEngine.Projectile.Awake |
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protectedvirtual |
On awake, we store the initial speed of the object
◆ FixedUpdate()
| virtual void MoreMountains.TopDownEngine.Projectile.FixedUpdate |
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protectedvirtual |
◆ Flip() [1/2]
| virtual void MoreMountains.TopDownEngine.Projectile.Flip |
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| ) |
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protectedvirtual |
◆ Flip() [2/2]
| virtual void MoreMountains.TopDownEngine.Projectile.Flip |
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bool |
state | ) |
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protectedvirtual |
◆ GetOwner()
| virtual GameObject MoreMountains.TopDownEngine.Projectile.GetOwner |
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virtual |
Returns the current Owner of the projectile
- Returns
◆ InitialInvulnerability()
| virtual IEnumerator MoreMountains.TopDownEngine.Projectile.InitialInvulnerability |
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protectedvirtual |
Handles the projectile's initial invincibility
- Returns
- The invulnerability.
◆ Initialization()
| virtual void MoreMountains.TopDownEngine.Projectile.Initialization |
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protectedvirtual |
◆ Movement()
| virtual void MoreMountains.TopDownEngine.Projectile.Movement |
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◆ OnDeath()
| virtual void MoreMountains.TopDownEngine.Projectile.OnDeath |
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protectedvirtual |
On death, we stop our projectile
◆ OnDisable()
| override void MoreMountains.TopDownEngine.Projectile.OnDisable |
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protectedvirtual |
◆ OnEnable()
| override void MoreMountains.TopDownEngine.Projectile.OnEnable |
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protectedvirtual |
◆ SetDamage()
| virtual void MoreMountains.TopDownEngine.Projectile.SetDamage |
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float |
minDamage, |
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float |
maxDamage |
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) |
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virtual |
Sets the damage caused by the projectile's DamageOnTouch to the specified value
- Parameters
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◆ SetDirection()
| virtual void MoreMountains.TopDownEngine.Projectile.SetDirection |
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Vector3 |
newDirection, |
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Quaternion |
newRotation, |
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bool |
spawnerIsFacingRight = true |
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) |
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virtual |
◆ SetOwner()
| virtual void MoreMountains.TopDownEngine.Projectile.SetOwner |
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GameObject |
newOwner | ) |
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virtual |
Sets the projectile's owner.
- Parameters
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◆ SetWeapon()
| virtual void MoreMountains.TopDownEngine.Projectile.SetWeapon |
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Weapon |
newWeapon | ) |
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virtual |
Sets the projectile's parent weapon.
- Parameters
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◆ StopAt()
| virtual void MoreMountains.TopDownEngine.Projectile.StopAt |
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virtual |
On death, disables colliders and prevents movement
◆ _collider
| Collider MoreMountains.TopDownEngine.Projectile._collider |
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protected |
◆ _collider2D
| Collider2D MoreMountains.TopDownEngine.Projectile._collider2D |
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protected |
◆ _damageOnTouch
| DamageOnTouch MoreMountains.TopDownEngine.Projectile._damageOnTouch |
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protected |
◆ _facingRightInitially
| bool MoreMountains.TopDownEngine.Projectile._facingRightInitially |
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protected |
◆ _health
| Health MoreMountains.TopDownEngine.Projectile._health |
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protected |
◆ _initialFlipX
| bool MoreMountains.TopDownEngine.Projectile._initialFlipX |
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protected |
◆ _initialInvulnerabilityDurationWFS
| WaitForSeconds MoreMountains.TopDownEngine.Projectile._initialInvulnerabilityDurationWFS |
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protected |
◆ _initialLocalScale
| Vector3 MoreMountains.TopDownEngine.Projectile._initialLocalScale |
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protected |
◆ _initialSpeed
| float MoreMountains.TopDownEngine.Projectile._initialSpeed |
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protected |
◆ _movement
| Vector3 MoreMountains.TopDownEngine.Projectile._movement |
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protected |
◆ _owner
| GameObject MoreMountains.TopDownEngine.Projectile._owner |
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◆ _rigidBody
| Rigidbody MoreMountains.TopDownEngine.Projectile._rigidBody |
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◆ _rigidBody2D
| Rigidbody2D MoreMountains.TopDownEngine.Projectile._rigidBody2D |
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protected |
◆ _shouldMove
| bool MoreMountains.TopDownEngine.Projectile._shouldMove = true |
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protected |
◆ _spawnerIsFacingRight
| bool MoreMountains.TopDownEngine.Projectile._spawnerIsFacingRight |
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protected |
◆ _spriteRenderer
| SpriteRenderer MoreMountains.TopDownEngine.Projectile._spriteRenderer |
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protected |
◆ _weapon
| Weapon MoreMountains.TopDownEngine.Projectile._weapon |
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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
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)
◆ SourceWeapon
| virtual Weapon MoreMountains.TopDownEngine.Projectile.SourceWeapon |
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get |
◆ TargetDamageOnTouch
| virtual DamageOnTouch MoreMountains.TopDownEngine.Projectile.TargetDamageOnTouch |
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get |
Returns the associated damage on touch zone.
The documentation for this class was generated from the following file:
- F:/Github/Store/TopDownEngine/Assets/TopDownEngine/Common/Scripts/Characters/Weapons/Projectile.cs