Corgi Engine v9.4
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MoreMountains.CorgiEngine.Health Class Reference

This class manages the health of an object, pilots its potential health bar, handles what happens when it takes damage, and what happens when it dies. More...

Inheritance diagram for MoreMountains.CorgiEngine.Health:
MoreMountains.Tools.MMMonoBehaviour MoreMountains.Tools.MMEventListener< T > MoreMountains.Tools.MMEventListenerBase MoreMountains.CorgiEngine.SuperHipsterBrosHealth

Classes

class  InterruptiblesDamageOverTimeCoroutine

Public Member Functions

delegate void OnHitDelegate ()
delegate void OnHitZeroDelegate ()
delegate void OnReviveDelegate ()
delegate void OnDeathDelegate ()
virtual void InitializeCurrentHealth ()
 Initializes health to either initial or current values.
virtual void StoreInitialPosition ()
virtual bool CanTakeDamageThisFrame ()
 Returns true if this Health component can be damaged this frame, and false otherwise.
virtual void Damage (float damage, GameObject instigator, float flickerDuration, float invincibilityDuration, Vector3 damageDirection, List< TypedDamage > typedDamages=null)
 Called when the object takes damage.
virtual void DamageZero ()
 Doesn't apply damage, but triggers OnHitZero.
virtual void Kill ()
 Kills the character, instantiates death effects, handles points, etc.
virtual void Revive ()
 Revive this object.
virtual void InterruptAllDamageOverTime ()
 Interrupts all damage over time, regardless of type.
virtual void StopAllDamageOverTime ()
 Interrupts all damage over time, even the non interruptible ones (usually on death)
virtual void InterruptAllDamageOverTimeOfType (DamageType damageType)
 Interrupts all damage over time of the specified type.
virtual void DamageOverTime (float damage, GameObject instigator, float flickerDuration, float invincibilityDuration, Vector3 damageDirection, List< TypedDamage > typedDamages=null, int amountOfRepeats=0, float durationBetweenRepeats=1f, bool interruptible=true, DamageType damageType=null)
 Applies damage over time, for the specified amount of repeats (which includes the first application of damage, makes it easier to do quick maths in the inspector, and at the specified interval). Optionally you can decide that your damage is interruptible, in which case, calling InterruptAllDamageOverTime() will stop these from being applied, useful to cure poison for example.
virtual float ComputeDamageOutput (float damage, List< TypedDamage > typedDamages=null, bool damageApplied=false)
 Returns the damage this health should take after processing potential resistances.
virtual Vector2 ComputeKnockbackForce (Vector2 knockbackForce, List< TypedDamage > typedDamages=null)
 Determines a new knockback force by processing it through resistances.
virtual bool CanGetKnockback (List< TypedDamage > typedDamages)
 Returns true if this Health can get knockbacked, false otherwise.
virtual void GetHealth (float health, GameObject instigator)
 Called when the character gets health (from a stimpack for example)
virtual void SetHealth (float newHealth, GameObject instigator)
 Sets the health of the character to the one specified in parameters.
virtual void ResetHealthToMaxHealth ()
 Resets the character's health to its max value.
virtual void UpdateHealthBar (bool show)
 Updates the character's health bar progress.
virtual void DamageDisabled ()
 Prevents the character from taking any damage.
virtual void DamageEnabled ()
 Allows the character to take damage.
virtual void EnablePostDamageInvulnerability ()
 Prevents the character from taking any damage.
virtual void DisablePostDamageInvulnerability ()
 Allows the character to take damage.
virtual IEnumerator DisablePostDamageInvulnerability (float delay)
 Allows the character to take damage.
virtual IEnumerator DamageEnabled (float delay)
 makes the character able to take damage again after the specified delay
void OnMMEvent (HealthDeathEvent deathEvent)
Public Member Functions inherited from MoreMountains.Tools.MMEventListener< T >
void OnMMEvent (T eventType)

Public Attributes

float CurrentHealth
 the current health of the character
bool TemporarilyInvulnerable = false
 If this is true, this object can't take damage at the moment.
bool PostDamageInvulnerable = false
 If this is true, this object is in post damage invulnerability state.
float InitialHealth = 10
 the initial amount of health of the object
float MaximumHealth = 10
 the maximum amount of health of the object
bool Invulnerable = false
 if this is true, this object can't take damage
bool ResetHealthOnEnable = true
 if this is true, health will be reset automatically on enable (after a respawn for instance). You may want to turn this off when using a SwitchManager for example.
bool ImmuneToDamage = false
 whether or not this Health object can be damaged, you can play with this on top of Invulnerable, which will be turned on/off temporarily for temporary invulnerability. ImmuneToDamage is more of a permanent solution.
MMFeedbacks DamageFeedbacks
 the MMFeedbacks to play when the character gets hit
bool TriggerDamageFeedbackOnDeath = true
 if this is true, the DamageFeedback will play, whether this is a fatal hit or not
bool FeedbackIsProportionalToDamage = false
 if this is true, the damage value will be passed to the MMFeedbacks as its Intensity parameter, letting you trigger more intense feedbacks as damage increases
bool FlickerSpriteOnHit = true
 should the sprite (if there's one) flicker when getting damage ?
Color FlickerColor = new Color32(255, 20, 20, 255)
 the color the sprite should flicker to
bool ImmuneToKnockback = false
 whether or not this object can get knockback
bool ImmuneToKnockbackIfZeroDamage = false
 whether or not this object is immune to damage knockback if the damage received is zero
MMFeedbacks DeathFeedbacks
 the MMFeedbacks to play when the character dies
bool DestroyOnDeath = true
 if this is not true, the object will remain there after its death
float DelayBeforeDestruction = 0f
 the time (in seconds) before the character is destroyed or disabled
bool CollisionsOffOnDeath = true
 if this is true, collisions will be turned off when the character dies
bool GravityOffOnDeath = false
 if this is true, gravity will be turned off on death
int PointsWhenDestroyed
 the points the player gets when the object's health reaches zero
bool RespawnAtInitialLocation = false
 if this is set to false, the character will respawn at the location of its death, otherwise it'll be moved to its initial position (when the scene started)
bool ApplyDeathForce = true
 whether or not to apply a force on death
Vector2 DeathForce = new Vector2(0, 10)
 the force applied when the character dies
bool ResetForcesOnDeath = false
 whether or not the controller's forces should be set to 0 on death
bool ResetColorOnRevive = true
 if this is true, color will be reset on revive
string ColorMaterialPropertyName = "_Color"
 the name of the property on your renderer's shader that defines its color
bool UseMaterialPropertyBlocks = false
 if this is true, this component will use material property blocks instead of working on an instance of the material.
Character AssociatedCharacter
 the Character this Health should impact, if left empty, will pick one on the same game object
Health MasterHealth
 another Health component (usually on another character) towards which all health will be redirected
bool OnlyDamageMaster = true
 if this is true, when using a MasterHealth, this Health won't take damage, and all damage will be redirected. If this is false, this Health will be able to die when its own Health is consumed
bool KillOnMasterHealthDeath = false
 if this is true, when using a MasterHealth, if the MasterHealth dies, this Health will also die
DamageResistanceProcessor TargetDamageResistanceProcessor
 a DamageResistanceProcessor this Health will use to process damage when it's received
OnDeathDelegate OnDeath
OnHitDelegate OnHit
OnHitZeroDelegate OnHitZero
OnReviveDelegate OnRevive

Protected Member Functions

virtual void Start ()
 On Awake, we initialize our health.
virtual void Initialization ()
 Grabs useful components, enables damage and gets the inital color.
virtual void InitializeSpriteColor ()
 Stores the inital color of the Character's sprite.
virtual void ResetSpriteColor ()
 Restores the original sprite color.
virtual void DestroyObject ()
 Destroys the object, or tries to, depending on the character's settings.
virtual IEnumerator DamageOverTimeCo (float damage, GameObject instigator, float flickerDuration, float invincibilityDuration, Vector3 damageDirection, List< TypedDamage > typedDamages=null, int amountOfRepeats=0, float durationBetweenRepeats=1f, bool interruptible=true, DamageType damageType=null)
 A coroutine used to apply damage over time.
virtual void ComputeCharacterConditionStateChanges (List< TypedDamage > typedDamages)
 Goes through resistances and applies condition state changes if needed.
virtual void ComputeCharacterMovementMultipliers (List< TypedDamage > typedDamages)
 Goes through the resistance list and applies movement multipliers if needed.
virtual void OnEnable ()
 When the object is enabled (on respawn for example), we restore its initial health levels.
virtual void OnDisable ()
 Cancels all running invokes on disable.

Protected Attributes

CharacterHorizontalMovement _characterHorizontalMovement
Vector3 _initialPosition
Color _initialColor
Renderer _renderer
Character _character
CorgiController _controller
ProximityManaged _proximityManaged
MMHealthBar _healthBar
Collider2D _collider2D
bool _initialized = false
AutoRespawn _autoRespawn
Animator _animator
CharacterPersistence _characterPersistence = null
MaterialPropertyBlock _propertyBlock
bool _hasColorProperty = false
GameObject _thisObject
List< InterruptiblesDamageOverTimeCoroutine_interruptiblesDamageOverTimeCoroutines
List< InterruptiblesDamageOverTimeCoroutine_damageOverTimeCoroutines

Properties

float LastDamage [get, set]
Vector3 LastDamageDirection [get, set]
bool Initialized [get]
CorgiController AssociatedController [get]

Detailed Description

This class manages the health of an object, pilots its potential health bar, handles what happens when it takes damage, and what happens when it dies.

Member Function Documentation

◆ CanGetKnockback()

virtual bool MoreMountains.CorgiEngine.Health.CanGetKnockback ( List< TypedDamage > typedDamages)
virtual

Returns true if this Health can get knockbacked, false otherwise.

Parameters
typedDamages
Returns

◆ CanTakeDamageThisFrame()

virtual bool MoreMountains.CorgiEngine.Health.CanTakeDamageThisFrame ( )
virtual

Returns true if this Health component can be damaged this frame, and false otherwise.

Returns

◆ ComputeCharacterConditionStateChanges()

virtual void MoreMountains.CorgiEngine.Health.ComputeCharacterConditionStateChanges ( List< TypedDamage > typedDamages)
protectedvirtual

Goes through resistances and applies condition state changes if needed.

Parameters
typedDamages

◆ ComputeCharacterMovementMultipliers()

virtual void MoreMountains.CorgiEngine.Health.ComputeCharacterMovementMultipliers ( List< TypedDamage > typedDamages)
protectedvirtual

Goes through the resistance list and applies movement multipliers if needed.

Parameters
typedDamages

◆ ComputeDamageOutput()

virtual float MoreMountains.CorgiEngine.Health.ComputeDamageOutput ( float damage,
List< TypedDamage > typedDamages = null,
bool damageApplied = false )
virtual

Returns the damage this health should take after processing potential resistances.

Parameters
damage
Returns

◆ ComputeKnockbackForce()

virtual Vector2 MoreMountains.CorgiEngine.Health.ComputeKnockbackForce ( Vector2 knockbackForce,
List< TypedDamage > typedDamages = null )
virtual

Determines a new knockback force by processing it through resistances.

Parameters
knockbackForce
typedDamages
Returns

◆ Damage()

virtual void MoreMountains.CorgiEngine.Health.Damage ( float damage,
GameObject instigator,
float flickerDuration,
float invincibilityDuration,
Vector3 damageDirection,
List< TypedDamage > typedDamages = null )
virtual

Called when the object takes damage.

Parameters
damageThe amount of health points that will get lost.
instigatorThe object that caused the damage.
flickerDurationThe time (in seconds) the object should flicker after taking the damage.
invincibilityDurationThe duration of the short invincibility following the hit.

Reimplemented in MoreMountains.CorgiEngine.SuperHipsterBrosHealth.

◆ DamageDisabled()

virtual void MoreMountains.CorgiEngine.Health.DamageDisabled ( )
virtual

Prevents the character from taking any damage.

◆ DamageEnabled() [1/2]

virtual void MoreMountains.CorgiEngine.Health.DamageEnabled ( )
virtual

Allows the character to take damage.

◆ DamageEnabled() [2/2]

virtual IEnumerator MoreMountains.CorgiEngine.Health.DamageEnabled ( float delay)
virtual

makes the character able to take damage again after the specified delay

Returns
The layer collision.

◆ DamageOverTime()

virtual void MoreMountains.CorgiEngine.Health.DamageOverTime ( float damage,
GameObject instigator,
float flickerDuration,
float invincibilityDuration,
Vector3 damageDirection,
List< TypedDamage > typedDamages = null,
int amountOfRepeats = 0,
float durationBetweenRepeats = 1f,
bool interruptible = true,
DamageType damageType = null )
virtual

Applies damage over time, for the specified amount of repeats (which includes the first application of damage, makes it easier to do quick maths in the inspector, and at the specified interval). Optionally you can decide that your damage is interruptible, in which case, calling InterruptAllDamageOverTime() will stop these from being applied, useful to cure poison for example.

Parameters
damage
instigator
flickerDuration
invincibilityDuration
damageDirection
typedDamages
amountOfRepeats
durationBetweenRepeats
interruptible

◆ DamageOverTimeCo()

virtual IEnumerator MoreMountains.CorgiEngine.Health.DamageOverTimeCo ( float damage,
GameObject instigator,
float flickerDuration,
float invincibilityDuration,
Vector3 damageDirection,
List< TypedDamage > typedDamages = null,
int amountOfRepeats = 0,
float durationBetweenRepeats = 1f,
bool interruptible = true,
DamageType damageType = null )
protectedvirtual

A coroutine used to apply damage over time.

Parameters
damage
instigator
flickerDuration
invincibilityDuration
damageDirection
typedDamages
amountOfRepeats
durationBetweenRepeats
interruptible
damageType
Returns

◆ DamageZero()

virtual void MoreMountains.CorgiEngine.Health.DamageZero ( )
virtual

Doesn't apply damage, but triggers OnHitZero.

◆ DestroyObject()

virtual void MoreMountains.CorgiEngine.Health.DestroyObject ( )
protectedvirtual

Destroys the object, or tries to, depending on the character's settings.

◆ DisablePostDamageInvulnerability() [1/2]

virtual void MoreMountains.CorgiEngine.Health.DisablePostDamageInvulnerability ( )
virtual

Allows the character to take damage.

◆ DisablePostDamageInvulnerability() [2/2]

virtual IEnumerator MoreMountains.CorgiEngine.Health.DisablePostDamageInvulnerability ( float delay)
virtual

Allows the character to take damage.

◆ EnablePostDamageInvulnerability()

virtual void MoreMountains.CorgiEngine.Health.EnablePostDamageInvulnerability ( )
virtual

Prevents the character from taking any damage.

◆ GetHealth()

virtual void MoreMountains.CorgiEngine.Health.GetHealth ( float health,
GameObject instigator )
virtual

Called when the character gets health (from a stimpack for example)

Parameters
healthThe health the character gets.
instigatorThe thing that gives the character health.

◆ Initialization()

virtual void MoreMountains.CorgiEngine.Health.Initialization ( )
protectedvirtual

Grabs useful components, enables damage and gets the inital color.

Reimplemented in MoreMountains.CorgiEngine.SuperHipsterBrosHealth.

◆ InitializeCurrentHealth()

virtual void MoreMountains.CorgiEngine.Health.InitializeCurrentHealth ( )
virtual

Initializes health to either initial or current values.

◆ InitializeSpriteColor()

virtual void MoreMountains.CorgiEngine.Health.InitializeSpriteColor ( )
protectedvirtual

Stores the inital color of the Character's sprite.

◆ InterruptAllDamageOverTime()

virtual void MoreMountains.CorgiEngine.Health.InterruptAllDamageOverTime ( )
virtual

Interrupts all damage over time, regardless of type.

◆ InterruptAllDamageOverTimeOfType()

virtual void MoreMountains.CorgiEngine.Health.InterruptAllDamageOverTimeOfType ( DamageType damageType)
virtual

Interrupts all damage over time of the specified type.

Parameters
damageType

◆ Kill()

virtual void MoreMountains.CorgiEngine.Health.Kill ( )
virtual

Kills the character, instantiates death effects, handles points, etc.

Reimplemented in MoreMountains.CorgiEngine.SuperHipsterBrosHealth.

◆ OnDeathDelegate()

delegate void MoreMountains.CorgiEngine.Health.OnDeathDelegate ( )

◆ OnDisable()

virtual void MoreMountains.CorgiEngine.Health.OnDisable ( )
protectedvirtual

Cancels all running invokes on disable.

◆ OnEnable()

virtual void MoreMountains.CorgiEngine.Health.OnEnable ( )
protectedvirtual

When the object is enabled (on respawn for example), we restore its initial health levels.

◆ OnHitDelegate()

delegate void MoreMountains.CorgiEngine.Health.OnHitDelegate ( )

◆ OnHitZeroDelegate()

delegate void MoreMountains.CorgiEngine.Health.OnHitZeroDelegate ( )

◆ OnMMEvent()

void MoreMountains.CorgiEngine.Health.OnMMEvent ( HealthDeathEvent deathEvent)

◆ OnReviveDelegate()

delegate void MoreMountains.CorgiEngine.Health.OnReviveDelegate ( )

◆ ResetHealthToMaxHealth()

virtual void MoreMountains.CorgiEngine.Health.ResetHealthToMaxHealth ( )
virtual

Resets the character's health to its max value.

◆ ResetSpriteColor()

virtual void MoreMountains.CorgiEngine.Health.ResetSpriteColor ( )
protectedvirtual

Restores the original sprite color.

◆ Revive()

virtual void MoreMountains.CorgiEngine.Health.Revive ( )
virtual

Revive this object.

◆ SetHealth()

virtual void MoreMountains.CorgiEngine.Health.SetHealth ( float newHealth,
GameObject instigator )
virtual

Sets the health of the character to the one specified in parameters.

Parameters
newHealth
instigator

◆ Start()

virtual void MoreMountains.CorgiEngine.Health.Start ( )
protectedvirtual

On Awake, we initialize our health.

◆ StopAllDamageOverTime()

virtual void MoreMountains.CorgiEngine.Health.StopAllDamageOverTime ( )
virtual

Interrupts all damage over time, even the non interruptible ones (usually on death)

◆ StoreInitialPosition()

virtual void MoreMountains.CorgiEngine.Health.StoreInitialPosition ( )
virtual

◆ UpdateHealthBar()

virtual void MoreMountains.CorgiEngine.Health.UpdateHealthBar ( bool show)
virtual

Updates the character's health bar progress.

Member Data Documentation

◆ _animator

Animator MoreMountains.CorgiEngine.Health._animator
protected

◆ _autoRespawn

AutoRespawn MoreMountains.CorgiEngine.Health._autoRespawn
protected

◆ _character

Character MoreMountains.CorgiEngine.Health._character
protected

◆ _characterHorizontalMovement

CharacterHorizontalMovement MoreMountains.CorgiEngine.Health._characterHorizontalMovement
protected

◆ _characterPersistence

CharacterPersistence MoreMountains.CorgiEngine.Health._characterPersistence = null
protected

◆ _collider2D

Collider2D MoreMountains.CorgiEngine.Health._collider2D
protected

◆ _controller

CorgiController MoreMountains.CorgiEngine.Health._controller
protected

◆ _damageOverTimeCoroutines

List<InterruptiblesDamageOverTimeCoroutine> MoreMountains.CorgiEngine.Health._damageOverTimeCoroutines
protected

◆ _hasColorProperty

bool MoreMountains.CorgiEngine.Health._hasColorProperty = false
protected

◆ _healthBar

MMHealthBar MoreMountains.CorgiEngine.Health._healthBar
protected

◆ _initialColor

Color MoreMountains.CorgiEngine.Health._initialColor
protected

◆ _initialized

bool MoreMountains.CorgiEngine.Health._initialized = false
protected

◆ _initialPosition

Vector3 MoreMountains.CorgiEngine.Health._initialPosition
protected

◆ _interruptiblesDamageOverTimeCoroutines

List<InterruptiblesDamageOverTimeCoroutine> MoreMountains.CorgiEngine.Health._interruptiblesDamageOverTimeCoroutines
protected

◆ _propertyBlock

MaterialPropertyBlock MoreMountains.CorgiEngine.Health._propertyBlock
protected

◆ _proximityManaged

ProximityManaged MoreMountains.CorgiEngine.Health._proximityManaged
protected

◆ _renderer

Renderer MoreMountains.CorgiEngine.Health._renderer
protected

◆ _thisObject

GameObject MoreMountains.CorgiEngine.Health._thisObject
protected

◆ ApplyDeathForce

bool MoreMountains.CorgiEngine.Health.ApplyDeathForce = true

whether or not to apply a force on death

◆ AssociatedCharacter

Character MoreMountains.CorgiEngine.Health.AssociatedCharacter

the Character this Health should impact, if left empty, will pick one on the same game object

◆ CollisionsOffOnDeath

bool MoreMountains.CorgiEngine.Health.CollisionsOffOnDeath = true

if this is true, collisions will be turned off when the character dies

◆ ColorMaterialPropertyName

string MoreMountains.CorgiEngine.Health.ColorMaterialPropertyName = "_Color"

the name of the property on your renderer's shader that defines its color

◆ CurrentHealth

float MoreMountains.CorgiEngine.Health.CurrentHealth

the current health of the character

◆ DamageFeedbacks

MMFeedbacks MoreMountains.CorgiEngine.Health.DamageFeedbacks

the MMFeedbacks to play when the character gets hit

◆ DeathFeedbacks

MMFeedbacks MoreMountains.CorgiEngine.Health.DeathFeedbacks

the MMFeedbacks to play when the character dies

◆ DeathForce

Vector2 MoreMountains.CorgiEngine.Health.DeathForce = new Vector2(0, 10)

the force applied when the character dies

◆ DelayBeforeDestruction

float MoreMountains.CorgiEngine.Health.DelayBeforeDestruction = 0f

the time (in seconds) before the character is destroyed or disabled

◆ DestroyOnDeath

bool MoreMountains.CorgiEngine.Health.DestroyOnDeath = true

if this is not true, the object will remain there after its death

◆ FeedbackIsProportionalToDamage

bool MoreMountains.CorgiEngine.Health.FeedbackIsProportionalToDamage = false

if this is true, the damage value will be passed to the MMFeedbacks as its Intensity parameter, letting you trigger more intense feedbacks as damage increases

◆ FlickerColor

Color MoreMountains.CorgiEngine.Health.FlickerColor = new Color32(255, 20, 20, 255)

the color the sprite should flicker to

◆ FlickerSpriteOnHit

bool MoreMountains.CorgiEngine.Health.FlickerSpriteOnHit = true

should the sprite (if there's one) flicker when getting damage ?

◆ GravityOffOnDeath

bool MoreMountains.CorgiEngine.Health.GravityOffOnDeath = false

if this is true, gravity will be turned off on death

◆ ImmuneToDamage

bool MoreMountains.CorgiEngine.Health.ImmuneToDamage = false

whether or not this Health object can be damaged, you can play with this on top of Invulnerable, which will be turned on/off temporarily for temporary invulnerability. ImmuneToDamage is more of a permanent solution.

◆ ImmuneToKnockback

bool MoreMountains.CorgiEngine.Health.ImmuneToKnockback = false

whether or not this object can get knockback

◆ ImmuneToKnockbackIfZeroDamage

bool MoreMountains.CorgiEngine.Health.ImmuneToKnockbackIfZeroDamage = false

whether or not this object is immune to damage knockback if the damage received is zero

◆ InitialHealth

float MoreMountains.CorgiEngine.Health.InitialHealth = 10

the initial amount of health of the object

◆ Invulnerable

bool MoreMountains.CorgiEngine.Health.Invulnerable = false

if this is true, this object can't take damage

◆ KillOnMasterHealthDeath

bool MoreMountains.CorgiEngine.Health.KillOnMasterHealthDeath = false

if this is true, when using a MasterHealth, if the MasterHealth dies, this Health will also die

◆ MasterHealth

Health MoreMountains.CorgiEngine.Health.MasterHealth

another Health component (usually on another character) towards which all health will be redirected

◆ MaximumHealth

float MoreMountains.CorgiEngine.Health.MaximumHealth = 10

the maximum amount of health of the object

◆ OnDeath

OnDeathDelegate MoreMountains.CorgiEngine.Health.OnDeath

◆ OnHit

OnHitDelegate MoreMountains.CorgiEngine.Health.OnHit

◆ OnHitZero

OnHitZeroDelegate MoreMountains.CorgiEngine.Health.OnHitZero

◆ OnlyDamageMaster

bool MoreMountains.CorgiEngine.Health.OnlyDamageMaster = true

if this is true, when using a MasterHealth, this Health won't take damage, and all damage will be redirected. If this is false, this Health will be able to die when its own Health is consumed

◆ OnRevive

OnReviveDelegate MoreMountains.CorgiEngine.Health.OnRevive

◆ PointsWhenDestroyed

int MoreMountains.CorgiEngine.Health.PointsWhenDestroyed

the points the player gets when the object's health reaches zero

◆ PostDamageInvulnerable

bool MoreMountains.CorgiEngine.Health.PostDamageInvulnerable = false

If this is true, this object is in post damage invulnerability state.

◆ ResetColorOnRevive

bool MoreMountains.CorgiEngine.Health.ResetColorOnRevive = true

if this is true, color will be reset on revive

◆ ResetForcesOnDeath

bool MoreMountains.CorgiEngine.Health.ResetForcesOnDeath = false

whether or not the controller's forces should be set to 0 on death

◆ ResetHealthOnEnable

bool MoreMountains.CorgiEngine.Health.ResetHealthOnEnable = true

if this is true, health will be reset automatically on enable (after a respawn for instance). You may want to turn this off when using a SwitchManager for example.

◆ RespawnAtInitialLocation

bool MoreMountains.CorgiEngine.Health.RespawnAtInitialLocation = false

if this is set to false, the character will respawn at the location of its death, otherwise it'll be moved to its initial position (when the scene started)

◆ TargetDamageResistanceProcessor

DamageResistanceProcessor MoreMountains.CorgiEngine.Health.TargetDamageResistanceProcessor

a DamageResistanceProcessor this Health will use to process damage when it's received

◆ TemporarilyInvulnerable

bool MoreMountains.CorgiEngine.Health.TemporarilyInvulnerable = false

If this is true, this object can't take damage at the moment.

◆ TriggerDamageFeedbackOnDeath

bool MoreMountains.CorgiEngine.Health.TriggerDamageFeedbackOnDeath = true

if this is true, the DamageFeedback will play, whether this is a fatal hit or not

◆ UseMaterialPropertyBlocks

bool MoreMountains.CorgiEngine.Health.UseMaterialPropertyBlocks = false

if this is true, this component will use material property blocks instead of working on an instance of the material.

Property Documentation

◆ AssociatedController

CorgiController MoreMountains.CorgiEngine.Health.AssociatedController
get

◆ Initialized

bool MoreMountains.CorgiEngine.Health.Initialized
get

◆ LastDamage

float MoreMountains.CorgiEngine.Health.LastDamage
getset

◆ LastDamageDirection

Vector3 MoreMountains.CorgiEngine.Health.LastDamageDirection
getset

The documentation for this class was generated from the following file:
  • Assets/CorgiEngine/Common/Scripts/Agents/Health/Health.cs