Corgi Engine  v8.8
MoreMountains.CorgiEngine.ThrownObject Class Reference

A class used to create physics based projectiles, meant to be thrown like grenades More...

Inheritance diagram for MoreMountains.CorgiEngine.ThrownObject:
MoreMountains.CorgiEngine.Projectile MoreMountains.Tools.MMPoolableObject MoreMountains.Tools.MMObjectBounds

Public Member Functions

override void Movement ()
 Handles the projectile's movement, every frame More...
 
- Public Member Functions inherited from MoreMountains.CorgiEngine.Projectile
virtual void SetDirection (Vector3 newDirection, Quaternion newRotation, bool spawnerIsFacingRight=true)
 Sets the projectile's direction. More...
 
virtual void Flip ()
 Flip the projectile More...
 
virtual void SetWeapon (Weapon newWeapon)
 Sets the projectile's parent weapon. 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 SetDamage (int newDamage)
 Sets the damage caused by the projectile's DamageOnTouch to the specified value More...
 
- Public Member Functions inherited from MoreMountains.Tools.MMPoolableObject
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...
 
- Public Member Functions inherited from MoreMountains.Tools.MMObjectBounds
virtual Bounds GetBounds ()
 Returns the bounds of the object, based on what has been defined More...
 

Public Attributes

bool AutoOrientAlongTrajectory = false
 if true, the projectile will rotate to match its trajectory (useful for arrows for example) More...
 
- Public Attributes inherited from MoreMountains.CorgiEngine.Projectile
bool FaceDirection = true
 if true, the projectile will rotate at initialization towards its rotation More...
 
float Speed = 200
 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
 determines whether or not the projectile is facing right 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...
 
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...
 
LayerMask SpawnSecurityCheckLayerMask
 the layermask to use when performing the security check More...
 
- Public Attributes inherited from MoreMountains.Tools.MMPoolableObject
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...
 
- Public Attributes inherited from MoreMountains.Tools.MMObjectBounds
WaysToDetermineBounds BoundsBasedOn
 

Protected Member Functions

override void Initialization ()
 Initializes the projectile More...
 
override void OnEnable ()
 On enable, we reset the object's speed More...
 
virtual void OrientAlongTrajectory ()
 Rotates the object to match its rigidbody's trajectory More...
 
- Protected Member Functions inherited from MoreMountains.CorgiEngine.Projectile
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 CheckForCollider ()
 Performs a local check to see if the projectile is within a collider or not More...
 
virtual void FixedUpdate ()
 On FixedUpdate(), we move the object based on the level's speed and the object's speed, and apply acceleration More...
 
virtual void OnHit ()
 On hit, we trigger a hit on our owner weapon More...
 
virtual void OnHitDamageable ()
 On hit damageable, we trigger a hit damageable on our owner weapon More...
 
virtual void OnHitNonDamageable ()
 On hit non damageable, we trigger a hit non damageable on our owner weapon More...
 
virtual void OnKill ()
 On kill, we trigger a kill on our owner weapon More...
 
override void OnDisable ()
 On disable, we unsubscribe from our delegates More...
 
- Protected Member Functions inherited from MoreMountains.Tools.MMPoolableObject
virtual void Update ()
 Called every frame More...
 
- Protected Member Functions inherited from MoreMountains.Tools.MMObjectBounds
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...
 

Protected Attributes

Rigidbody2D _rigidBody2D
 
Vector2 _throwingForce
 
bool _forceApplied = false
 
- Protected Attributes inherited from MoreMountains.CorgiEngine.Projectile
Weapon _weapon
 
GameObject _owner
 
Vector3 _movement
 
float _initialSpeed
 
SpriteRenderer _spriteRenderer
 
DamageOnTouch _damageOnTouch
 
WaitForSeconds _initialInvulnerabilityDurationWFS
 
BoxCollider2D _collider
 
Vector2 _raycastOrigin
 
Vector2 _raycastDestination
 
bool _facingRightInitially
 
bool _initialFlipX
 
Vector3 _initialLocalScale
 
RaycastHit2D _hit2D
 
Health _health
 
bool _spawnerIsFacingRight
 

Additional Inherited Members

- Public Types inherited from MoreMountains.Tools.MMObjectBounds
enum  WaysToDetermineBounds { WaysToDetermineBounds.Collider, WaysToDetermineBounds.Collider2D, WaysToDetermineBounds.Renderer, WaysToDetermineBounds.Undefined }
 
- Static Protected Attributes inherited from MoreMountains.CorgiEngine.Projectile
const float _raycastSkinSecurity =0.01f
 
- Properties inherited from MoreMountains.CorgiEngine.Projectile
virtual DamageOnTouch TargetDamageOnTouch [get]
 Returns the associated damage on touch zone. More...
 
- Properties inherited from MoreMountains.Tools.MMObjectBounds
virtual Vector3 Size [get, set]
 
- Events inherited from MoreMountains.Tools.MMPoolableObject
Events OnSpawnComplete
 

Detailed Description

A class used to create physics based projectiles, meant to be thrown like grenades

Member Function Documentation

◆ Initialization()

override void MoreMountains.CorgiEngine.ThrownObject.Initialization ( )
protectedvirtual

Initializes the projectile

Reimplemented from MoreMountains.CorgiEngine.Projectile.

◆ Movement()

override void MoreMountains.CorgiEngine.ThrownObject.Movement ( )
virtual

Handles the projectile's movement, every frame

Reimplemented from MoreMountains.CorgiEngine.Projectile.

◆ OnEnable()

override void MoreMountains.CorgiEngine.ThrownObject.OnEnable ( )
protectedvirtual

On enable, we reset the object's speed

Reimplemented from MoreMountains.CorgiEngine.Projectile.

◆ OrientAlongTrajectory()

virtual void MoreMountains.CorgiEngine.ThrownObject.OrientAlongTrajectory ( )
protectedvirtual

Rotates the object to match its rigidbody's trajectory

Member Data Documentation

◆ _forceApplied

bool MoreMountains.CorgiEngine.ThrownObject._forceApplied = false
protected

◆ _rigidBody2D

Rigidbody2D MoreMountains.CorgiEngine.ThrownObject._rigidBody2D
protected

◆ _throwingForce

Vector2 MoreMountains.CorgiEngine.ThrownObject._throwingForce
protected

◆ AutoOrientAlongTrajectory

bool MoreMountains.CorgiEngine.ThrownObject.AutoOrientAlongTrajectory = false

if true, the projectile will rotate to match its trajectory (useful for arrows for example)


The documentation for this class was generated from the following file: