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Platformer Pro
2.3.2
A platform game kit for Unity.
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A projectile which can be cahrged up and gets faster and/or does more damage based on the charge. More...
Public Attributes | |
float | chargeToSpeedRatio = -1 |
HOw does charge time convert to speed. We multiply charge time in seconds by the attacks speed. Use 0 for no effect. More... | |
float | minSpeed |
The minimum speed the projectile can move at. More... | |
float | maxSpeed |
The maximum speed the project can be moved at. More... | |
float | chargeToDamageRatio = -1 |
How does charge time convert to damage. We multiply charge time in seconds by the attacks damage amount. Use 0 for no effect. More... | |
int | minDamage |
Minimum amount of damage that can be done. More... | |
int | maxDamage |
Maximum amount of damage that can be done. More... | |
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bool | destroyOnEnemyHit |
Should this object be destroyed when this object hits an enemy? More... | |
bool | destroyOnSceneryHit |
Should this object be destroyed when this object hits scenery? More... | |
float | speed |
How fast the projectile moves. More... | |
ProjectileHitBox | projectileHitBox |
The hit box that causes damage to enemies. More... | |
float | autoExplodeDelay |
How long after projectile fires should we wait before automatically exploding it. 0 Means it wont explodes until it hits something. More... | |
float | destroyDelay |
How long after projectile collides should we wait before destroying it. More... | |
bool | rotate = true |
Should the projectile be rotated to face the direction of travel. More... | |
GameObject | visibleComponents |
If non-null then this GameObject will ne turned on when the projectile is fired. Used for syncing projectile visuals with animation events. More... | |
Vector2 | direction |
Movement direction. More... | |
Protected Member Functions | |
override int | CalculateDamageAmount (int damageAmount, float charge) |
Calculates the actual damage amount. More... | |
override float | CalculateSpeed (float charge) |
Calculates the actual speed. More... | |
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virtual void | OnProjectileFired () |
Raises the projectile fired event. More... | |
virtual void | OnProjectileDestroyed (DamageInfo info) |
Raises the projectile destroyed event. More... | |
virtual void | Move () |
Move the projectile, override if you want custom movement. More... | |
virtual IEnumerator | DoDestroy (bool isEnemyHit) |
Sends the destory event, then waits for detroy delay, then destroys GO. More... | |
Additional Inherited Members | |
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virtual void | Fire (int damageAmount, DamageType damageType, Vector2 direction, IMob character, float charge=1.0f) |
Call to start the projectile moving. More... | |
virtual void | Finish () |
End the characters attack, for most projectiles you will ignore this, but it may be useful for some movement types. More... | |
virtual void | DestroyProjectile (bool isEnemyHit) |
Destroy projectile. More... | |
override void | Validate (PlatformerProMonoBehaviour myTarget) |
Override this method if you want to provide custom validation. The actual code should be surrounded by the if UNITY_EDITOR / endif directive. More... | |
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DamageInfo | damageInfo |
Damage this projectile will cause. More... | |
bool | fired |
Have we been fired? More... | |
float | actualSpeed |
The actual speed. More... | |
float | remainingLifetime |
How long before we destory this bullet. More... | |
Rigidbody2D | myRigidbody |
Cached rigidbody. IF a non-kinematic rigidboy is attached we launch by setting velocity and do not move each frame. More... | |
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override string | Header [get] |
float | Charge [get, protected set] |
Gets the charge which can be used by effects, etc. More... | |
int | ChargeLevel [get, protected set] |
Gets the charge as an int which can be used by effects, etc. More... | |
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virtual string | Header [get] |
Gets the header string used to describe the component. More... | |
virtual string | DocLink [get] |
Gets a link to documentation site. More... | |
virtual string | VideoLink [get] |
Gets a link to a youtube video. More... | |
virtual string | Deprecated [get] |
If non-null this component is deprecated. The string shows a message indicating how it should be replaced. More... | |
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System.EventHandler< EmptyEventArgs > | ProjectileFired |
Event for when a projectile is fired. Typically used for enabling effects. More... | |
System.EventHandler< DamageInfoEventArgs > | ProjectileDestroyed |
Event for when a projectile crashes in to something. If the object being crashed in to is not an enemy then the damage info will be null. More... | |
A projectile which can be cahrged up and gets faster and/or does more damage based on the charge.
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protectedvirtual |
Calculates the actual damage amount.
damageAmount | Damage amount from the attack. |
Reimplemented from PlatformerPro.Projectile.
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protectedvirtual |
float PlatformerPro.ChargableProjectile.chargeToDamageRatio = -1 |
How does charge time convert to damage. We multiply charge time in seconds by the attacks damage amount. Use 0 for no effect.
float PlatformerPro.ChargableProjectile.chargeToSpeedRatio = -1 |
HOw does charge time convert to speed. We multiply charge time in seconds by the attacks speed. Use 0 for no effect.
int PlatformerPro.ChargableProjectile.maxDamage |
Maximum amount of damage that can be done.
float PlatformerPro.ChargableProjectile.maxSpeed |
The maximum speed the project can be moved at.
int PlatformerPro.ChargableProjectile.minDamage |
Minimum amount of damage that can be done.
float PlatformerPro.ChargableProjectile.minSpeed |
The minimum speed the projectile can move at.