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override void | Damage (float damage, GameObject instigator, float flickerDuration, float invincibilityDuration, Vector3 damageDirection, List< TypedDamage > typedDamages=null) |
| Called when the player takes damage More...
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virtual void | Grow (float growthFactor) |
| Doubles the size of the character More...
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virtual void | Shrink (float shrinkFactor) |
| Shrinks the size of the character More...
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virtual void | ResetScale (float growthFactor) |
| Resets the size of the character More...
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override void | Kill () |
| Kills the character, sending it in the air More...
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delegate void | OnHitDelegate () |
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delegate void | OnHitZeroDelegate () |
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delegate void | OnReviveDelegate () |
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delegate void | OnDeathDelegate () |
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virtual void | InitializeCurrentHealth () |
| Initializes health to either initial or current values More...
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virtual void | StoreInitialPosition () |
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virtual bool | CanTakeDamageThisFrame () |
| Returns true if this Health component can be damaged this frame, and false otherwise More...
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virtual void | Revive () |
| Revive this object. More...
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virtual void | InterruptAllDamageOverTime () |
| Interrupts all damage over time, regardless of type More...
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virtual void | StopAllDamageOverTime () |
| Interrupts all damage over time, even the non interruptible ones (usually on death) More...
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virtual void | InterruptAllDamageOverTimeOfType (DamageType damageType) |
| Interrupts all damage over time of the specified type More...
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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. More...
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virtual float | ComputeDamageOutput (float damage, List< TypedDamage > typedDamages=null, bool damageApplied=false) |
| Returns the damage this health should take after processing potential resistances More...
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virtual Vector2 | ComputeKnockbackForce (Vector2 knockbackForce, List< TypedDamage > typedDamages=null) |
| Determines a new knockback force by processing it through resistances More...
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virtual bool | CanGetKnockback (List< TypedDamage > typedDamages) |
| Returns true if this Health can get knockbacked, false otherwise More...
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virtual void | GetHealth (float health, GameObject instigator) |
| Called when the character gets health (from a stimpack for example) More...
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virtual void | SetHealth (float newHealth, GameObject instigator) |
| Sets the health of the character to the one specified in parameters More...
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virtual void | ResetHealthToMaxHealth () |
| Resets the character's health to its max value More...
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virtual void | UpdateHealthBar (bool show) |
| Updates the character's health bar progress. More...
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virtual void | DamageDisabled () |
| Prevents the character from taking any damage More...
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virtual void | DamageEnabled () |
| Allows the character to take damage More...
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virtual void | EnablePostDamageInvulnerability () |
| Prevents the character from taking any damage More...
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virtual void | DisablePostDamageInvulnerability () |
| Allows the character to take damage More...
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virtual IEnumerator | DisablePostDamageInvulnerability (float delay) |
| Allows the character to take damage More...
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virtual IEnumerator | DamageEnabled (float delay) |
| makes the character able to take damage again after the specified delay More...
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void | OnMMEvent (HealthDeathEvent deathEvent) |
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void | OnMMEvent (T eventType) |
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override void | Initialization () |
| Grabs useful components, enables damage and gets the inital color More...
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virtual void | Start () |
| On Awake, we initialize our health More...
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virtual void | InitializeSpriteColor () |
| Stores the inital color of the Character's sprite. More...
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virtual void | ResetSpriteColor () |
| Restores the original sprite color More...
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virtual void | DestroyObject () |
| Destroys the object, or tries to, depending on the character's settings More...
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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 More...
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virtual void | ComputeCharacterConditionStateChanges (List< TypedDamage > typedDamages) |
| Goes through resistances and applies condition state changes if needed More...
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virtual void | ComputeCharacterMovementMultipliers (List< TypedDamage > typedDamages) |
| Goes through the resistance list and applies movement multipliers if needed More...
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virtual void | OnEnable () |
| When the object is enabled (on respawn for example), we restore its initial health levels More...
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virtual void | OnDisable () |
| Cancels all running invokes on disable More...
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float | CurrentHealth |
| the current health of the character More...
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bool | TemporarilyInvulnerable = false |
| If this is true, this object can't take damage at the moment. More...
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bool | PostDamageInvulnerable = false |
| If this is true, this object is in post damage invulnerability state. More...
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float | InitialHealth = 10 |
| the initial amount of health of the object More...
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float | MaximumHealth = 10 |
| the maximum amount of health of the object More...
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bool | Invulnerable = false |
| if this is true, this object can't take damage More...
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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. More...
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MMFeedbacks | DamageFeedbacks |
| the MMFeedbacks to play when the character gets hit More...
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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 More...
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bool | FlickerSpriteOnHit = true |
| should the sprite (if there's one) flicker when getting damage ? More...
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Color | FlickerColor = new Color32(255, 20, 20, 255) |
| the color the sprite should flicker to More...
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bool | ImmuneToKnockback = false |
| whether or not this object can get knockback More...
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bool | ImmuneToKnockbackIfZeroDamage = false |
| whether or not this object is immune to damage knockback if the damage received is zero More...
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MMFeedbacks | DeathFeedbacks |
| the MMFeedbacks to play when the character dies More...
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bool | DestroyOnDeath = true |
| if this is not true, the object will remain there after its death More...
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float | DelayBeforeDestruction = 0f |
| the time (in seconds) before the character is destroyed or disabled More...
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bool | CollisionsOffOnDeath = true |
| if this is true, collisions will be turned off when the character dies More...
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bool | GravityOffOnDeath = false |
| if this is true, gravity will be turned off on death More...
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int | PointsWhenDestroyed |
| the points the player gets when the object's health reaches zero More...
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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) More...
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bool | ApplyDeathForce = true |
| whether or not to apply a force on death More...
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Vector2 | DeathForce = new Vector2(0, 10) |
| the force applied when the character dies More...
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bool | ResetForcesOnDeath = false |
| whether or not the controller's forces should be set to 0 on death More...
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bool | ResetColorOnRevive = true |
| if this is true, color will be reset on revive More...
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string | ColorMaterialPropertyName = "_Color" |
| the name of the property on your renderer's shader that defines its color More...
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bool | UseMaterialPropertyBlocks = false |
| if this is true, this component will use material property blocks instead of working on an instance of the material. More...
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Character | AssociatedCharacter |
| the Character this Health should impact, if left empty, will pick one on the same game object More...
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Health | MasterHealth |
| another Health component (usually on another character) towards which all health will be redirected More...
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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 More...
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bool | KillOnMasterHealthDeath = false |
| if this is true, when using a MasterHealth, if the MasterHealth dies, this Health will also die More...
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DamageResistanceProcessor | TargetDamageResistanceProcessor |
| a DamageResistanceProcessor this Health will use to process damage when it's received More...
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bool | Initialized => _initialized |
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CorgiController | AssociatedController => _controller |
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OnDeathDelegate | OnDeath |
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OnHitDelegate | OnHit |
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OnHitZeroDelegate | OnHitZero |
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OnReviveDelegate | OnRevive |
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float | LastDamage [get, set] |
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Vector3 | LastDamageDirection [get, set] |
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Manages the health of the SuperHipsterBros character