A class used to describe the behaviour of a projectile, usually spawned by a ProjectileWeapon
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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 | Flip () |
| Flip the projectile More...
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virtual void | SetWeapon (Weapon newWeapon) |
| Sets the projectile's parent weapon. 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 | SetDamage (int newDamage) |
| Sets the damage caused by the projectile's DamageOnTouch to the specified value 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 | FaceMovementDirection = false |
| if this is true, the projectile will update its rotation every frame to match its movement direction More...
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float | Speed = 200 |
| 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 |
| determines whether or not the projectile is facing right 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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bool | SpawnSecurityCheck = false |
| if this is true, the projectile will perform an extra check on initialization to make sure it's not within an obstacle. If it is, it'll disable itself. More...
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LayerMask | SpawnSecurityCheckLayerMask |
| the layermask to use when performing the security check 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 | CheckForCollider () |
| Performs a local check to see if the projectile is within a collider or not More...
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virtual void | FixedUpdate () |
| On FixedUpdate(), 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 | HandleFaceMovement () |
| If FaceMovementDirection is true, orients the projectile to match its current movement direction More...
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virtual void | OnHit () |
| On hit, we trigger a hit on our owner weapon More...
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virtual void | OnHitDamageable () |
| On hit damageable, we trigger a hit damageable on our owner weapon More...
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virtual void | OnHitNonDamageable () |
| On hit non damageable, we trigger a hit non damageable on our owner weapon More...
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virtual void | OnKill () |
| On kill, we trigger a kill on our owner weapon More...
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override void | OnEnable () |
| On enable, we reset the object's speed More...
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override void | OnDisable () |
| On disable, we unsubscribe from our delegates 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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A class used to describe the behaviour of a projectile, usually spawned by a ProjectileWeapon
◆ Awake()
virtual void MoreMountains.CorgiEngine.Projectile.Awake |
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protectedvirtual |
On awake, we store the initial speed of the object
◆ CheckForCollider()
virtual void MoreMountains.CorgiEngine.Projectile.CheckForCollider |
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protectedvirtual |
Performs a local check to see if the projectile is within a collider or not
◆ FixedUpdate()
virtual void MoreMountains.CorgiEngine.Projectile.FixedUpdate |
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On FixedUpdate(), we move the object based on the level's speed and the object's speed, and apply acceleration
◆ Flip()
virtual void MoreMountains.CorgiEngine.Projectile.Flip |
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◆ GetOwner()
virtual GameObject MoreMountains.CorgiEngine.Projectile.GetOwner |
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Returns the current Owner of the projectile
- Returns
◆ HandleFaceMovement()
virtual void MoreMountains.CorgiEngine.Projectile.HandleFaceMovement |
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If FaceMovementDirection is true, orients the projectile to match its current movement direction
◆ InitialInvulnerability()
virtual IEnumerator MoreMountains.CorgiEngine.Projectile.InitialInvulnerability |
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Handles the projectile's initial invincibility
- Returns
- The invulnerability.
◆ Initialization()
virtual void MoreMountains.CorgiEngine.Projectile.Initialization |
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◆ Movement()
virtual void MoreMountains.CorgiEngine.Projectile.Movement |
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◆ OnDisable()
override void MoreMountains.CorgiEngine.Projectile.OnDisable |
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◆ OnEnable()
override void MoreMountains.CorgiEngine.Projectile.OnEnable |
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◆ OnHit()
virtual void MoreMountains.CorgiEngine.Projectile.OnHit |
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On hit, we trigger a hit on our owner weapon
◆ OnHitDamageable()
virtual void MoreMountains.CorgiEngine.Projectile.OnHitDamageable |
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On hit damageable, we trigger a hit damageable on our owner weapon
◆ OnHitNonDamageable()
virtual void MoreMountains.CorgiEngine.Projectile.OnHitNonDamageable |
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On hit non damageable, we trigger a hit non damageable on our owner weapon
◆ OnKill()
virtual void MoreMountains.CorgiEngine.Projectile.OnKill |
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On kill, we trigger a kill on our owner weapon
◆ SetDamage()
virtual void MoreMountains.CorgiEngine.Projectile.SetDamage |
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int |
newDamage | ) |
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Sets the damage caused by the projectile's DamageOnTouch to the specified value
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◆ SetDirection()
virtual void MoreMountains.CorgiEngine.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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Sets the projectile's direction.
- Parameters
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newDirection | New direction. |
newRotation | New rotation. |
spawnerIsFacingRight | If set to true spawner is facing right. |
◆ SetOwner()
virtual void MoreMountains.CorgiEngine.Projectile.SetOwner |
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GameObject |
newOwner | ) |
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Sets the projectile's owner.
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◆ SetWeapon()
virtual void MoreMountains.CorgiEngine.Projectile.SetWeapon |
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Weapon |
newWeapon | ) |
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Sets the projectile's parent weapon.
- Parameters
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◆ _collider
BoxCollider2D MoreMountains.CorgiEngine.Projectile._collider |
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◆ _damageOnTouch
DamageOnTouch MoreMountains.CorgiEngine.Projectile._damageOnTouch |
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◆ _facingRightInitially
bool MoreMountains.CorgiEngine.Projectile._facingRightInitially |
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◆ _health
Health MoreMountains.CorgiEngine.Projectile._health |
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◆ _hit2D
RaycastHit2D MoreMountains.CorgiEngine.Projectile._hit2D |
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◆ _initialFlipX
bool MoreMountains.CorgiEngine.Projectile._initialFlipX |
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◆ _initialInvulnerabilityDurationWFS
WaitForSeconds MoreMountains.CorgiEngine.Projectile._initialInvulnerabilityDurationWFS |
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◆ _initialLocalScale
Vector3 MoreMountains.CorgiEngine.Projectile._initialLocalScale |
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◆ _initialSpeed
float MoreMountains.CorgiEngine.Projectile._initialSpeed |
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◆ _movement
Vector3 MoreMountains.CorgiEngine.Projectile._movement |
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◆ _owner
GameObject MoreMountains.CorgiEngine.Projectile._owner |
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◆ _raycastDestination
Vector2 MoreMountains.CorgiEngine.Projectile._raycastDestination |
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◆ _raycastOrigin
Vector2 MoreMountains.CorgiEngine.Projectile._raycastOrigin |
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◆ _raycastSkinSecurity
const float MoreMountains.CorgiEngine.Projectile._raycastSkinSecurity =0.01f |
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◆ _spawnerIsFacingRight
bool MoreMountains.CorgiEngine.Projectile._spawnerIsFacingRight |
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◆ _spriteRenderer
SpriteRenderer MoreMountains.CorgiEngine.Projectile._spriteRenderer |
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◆ _weapon
Weapon MoreMountains.CorgiEngine.Projectile._weapon |
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◆ Acceleration
float MoreMountains.CorgiEngine.Projectile.Acceleration = 0 |
the acceleration of the object over time. Starts accelerating on enable.
◆ DamageOwner
bool MoreMountains.CorgiEngine.Projectile.DamageOwner = false |
should the projectile damage its owner ?
◆ Direction
Vector3 MoreMountains.CorgiEngine.Projectile.Direction = Vector3.left |
the current direction of the object
◆ DirectionCanBeChangedBySpawner
bool MoreMountains.CorgiEngine.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.CorgiEngine.Projectile.FaceDirection = true |
if true, the projectile will rotate at initialization towards its rotation
◆ FaceMovementDirection
bool MoreMountains.CorgiEngine.Projectile.FaceMovementDirection = false |
if this is true, the projectile will update its rotation every frame to match its movement direction
◆ FlipValue
Vector3 MoreMountains.CorgiEngine.Projectile.FlipValue = new Vector3(-1,1,1) |
the flip factor to apply if and when the projectile is mirrored
◆ InitialInvulnerabilityDuration
float MoreMountains.CorgiEngine.Projectile.InitialInvulnerabilityDuration =0f |
the initial delay during which the projectile can't be destroyed
◆ ProjectileIsFacingRight
bool MoreMountains.CorgiEngine.Projectile.ProjectileIsFacingRight = true |
determines whether or not the projectile is facing right
◆ SpawnSecurityCheck
bool MoreMountains.CorgiEngine.Projectile.SpawnSecurityCheck = false |
if this is true, the projectile will perform an extra check on initialization to make sure it's not within an obstacle. If it is, it'll disable itself.
◆ SpawnSecurityCheckLayerMask
LayerMask MoreMountains.CorgiEngine.Projectile.SpawnSecurityCheckLayerMask |
the layermask to use when performing the security check
◆ Speed
float MoreMountains.CorgiEngine.Projectile.Speed = 200 |
the speed of the object (relative to the level's speed)
◆ TargetDamageOnTouch
virtual DamageOnTouch MoreMountains.CorgiEngine.Projectile.TargetDamageOnTouch |
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Returns the associated damage on touch zone.
The documentation for this class was generated from the following file: