|
override 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...
|
|
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...
|
|
virtual Bounds | GetBounds () |
| Returns the bounds of the object, based on what has been defined More...
|
|
|
override void | Initialization () |
| On init, we grab our rigidbody More...
|
|
override void | OnEnable () |
| On enable, we reset the object's speed More...
|
|
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 | OnDisable () |
| On disable, we plug our OnDeath method to the health component More...
|
|
virtual void | Update () |
| Called every frame More...
|
|
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...
|
|
|
enum | MovementVectors { MovementVectors.Forward,
MovementVectors.Right,
MovementVectors.Up
} |
|
enum | WaysToDetermineBounds { WaysToDetermineBounds.Collider,
WaysToDetermineBounds.Collider2D,
WaysToDetermineBounds.Renderer,
WaysToDetermineBounds.Undefined
} |
|
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...
|
|
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...
|
|
WaysToDetermineBounds | BoundsBasedOn |
|
virtual DamageOnTouch | TargetDamageOnTouch [get] |
| Returns the associated damage on touch zone. More...
|
|
virtual Weapon | SourceWeapon [get] |
|
virtual Vector3 | Size [get, set] |
|
Events | OnSpawnComplete |
|
A thrown object type of projectile, useful for grenades and such