Projectile used for grappling hook.
More...
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override void | Fire (int damageAmount, DamageType damageType, Vector2 direction, IMob character, float charge=1.0f) |
| Call to start the projectile moving. More...
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virtual void | Hide () |
| Force the grapple from view. More...
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override void | DestroyProjectile (bool isEnemyHit) |
| Destroy projectile or latch if we hit scenerey. More...
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virtual void | SetCollider (Collider2D collider) |
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virtual void | Finish () |
| End the characters attack, for most projectiles you will ignore this, but it may be useful for some movement types. More...
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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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bool | IsVisible [get] |
| Can we see the projectile? More...
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override string | Header [get] |
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float | Charge [get, protected set] |
| Gets the charge which can be used by effects, etc. More...
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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...
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virtual string | DocLink [get] |
| Gets a link to documentation site. More...
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virtual string | VideoLink [get] |
| Gets a link to a youtube video. More...
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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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Projectile used for grappling hook.
◆ DelayVisualComponent()
virtual IEnumerator PlatformerPro.GrapplingHookProjectile.DelayVisualComponent |
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protectedvirtual |
Delays making componet visible until delay is reached.
- Returns
- The visual component.
◆ DestroyProjectile()
override void PlatformerPro.GrapplingHookProjectile.DestroyProjectile |
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bool |
isEnemyHit | ) |
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virtual |
◆ Fire()
override void PlatformerPro.GrapplingHookProjectile.Fire |
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int |
damageAmount, |
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DamageType |
damageType, |
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Vector2 |
direction, |
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IMob |
character, |
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float |
charge = 1.0f |
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) |
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virtual |
Call to start the projectile moving.
- Parameters
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damageAmount | Damage amount. |
damageType | Damage type. |
direction | Direction of fire |
character | Character doing the firing. |
charge | How charged is the attack. Ignored by grappling hooks. |
Reimplemented from PlatformerPro.Projectile.
◆ Hide()
virtual void PlatformerPro.GrapplingHookProjectile.Hide |
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virtual |
Force the grapple from view.
◆ SetCollider()
virtual void PlatformerPro.GrapplingHookProjectile.SetCollider |
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Collider2D |
collider | ) |
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virtual |
◆ currentLatchedCollider
Collider2D PlatformerPro.GrapplingHookProjectile.currentLatchedCollider |
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protected |
The current collider we are latched to.
◆ hasLatched
bool PlatformerPro.GrapplingHookProjectile.hasLatched |
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protected |
◆ movement
The movement that launched us.
◆ projectileDelay
float PlatformerPro.GrapplingHookProjectile.projectileDelay = 0.05f |
Delay before making projectile visible.
◆ shouldParent
bool PlatformerPro.GrapplingHookProjectile.shouldParent = true |
If true grapple will parent to the thing it collides with. Required for grappling on to moving platforms.
◆ visualComponent
GameObject PlatformerPro.GrapplingHookProjectile.visualComponent |
The visual component of the hook that is disabled when not visible and enabled when visible.
◆ IsVisible
bool PlatformerPro.GrapplingHookProjectile.IsVisible |
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get |
Can we see the projectile?
The documentation for this class was generated from the following file: