A class used to create physics based projectiles, meant to be thrown like grenades
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override 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 | AutoOrientAlongTrajectory = false |
| if true, the projectile will rotate to match its trajectory (useful for arrows for example) 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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override void | Initialization () |
| Initializes the projectile More...
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override void | OnEnable () |
| On enable, we reset the object's speed More...
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virtual void | OrientAlongTrajectory () |
| Rotates the object to match its rigidbody's trajectory More...
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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 | 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 | 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 create physics based projectiles, meant to be thrown like grenades