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plyGame.SkillProjectile Class Reference

The projectiles created by a Skill. The projectile will trigger Events in the Skill's Blox as needed. More...

Inherits MonoBehaviour.

Public Member Functions

virtual void MakeActive ()
 This should have an override in custom projectile classes. This is called once the projectile should go active. More...
 

Public Attributes

Skill owner
 The skill this projectile belongs to.
 
float moveSpeed
 How fast this projectile is moving.
 
Vector3 targetLocation
 Location it is trying to reach.
 
Transform targetTr
 Target object it is trying to reach.
 
Vector3 followOffset
 Offset it is following at if targetTr is set.
 
float maxLiveTime
 The maximum time it has to live before fizzling (seconds)
 
bool triggerSecondaryOnFizzle
 will it trigger a secondary effect when it fizzle?
 
bool triggerSecondaryOnFizzleOnlyIfObstacle
 should the secondary only be triggered when it fizzles from hitting an obstacle?
 
float collisionRayWidth = 0.0f
 Use a ray-cast (when 0) or a spherical cast to check if it hit something yet?
 
LayerMask validTargetsLayerMask
 Things in these layers are considered targets (Skill.AttemptHit() will have the last say to determine if a valid hit was made)
 
LayerMask obstacleCheckMask
 Things in these layers are considered obstacles that causes a fizzle.
 
bool destroyProjectileOnHit = true
 Should the projectile (this GameObject) be destroyed when it hits something? The alternative is that it will destroy itself once fizzle point is reached.
 
Transform createAtDummy = null
 If this is set then use this transform;s position as the create point of the projectile.
 

Protected Member Functions

void Awake ()
 you can override this with "new protected void Start()" in custom projectile behaviour The projectile should not yet be active, so use gameObject.SetActive(false); here The call to MakeActive() will indicate when the projectile should go active More...
 
void Start ()
 you can override this with "new protected void Start()" in custom projectile behaviour More...
 
void Update ()
 you can override this with "new protected void Update()" in custom projectile behaviour More...
 

Detailed Description

The projectiles created by a Skill. The projectile will trigger Events in the Skill's Blox as needed.

Member Function Documentation

void plyGame.SkillProjectile.Awake ( )
protected

you can override this with "new protected void Start()" in custom projectile behaviour The projectile should not yet be active, so use gameObject.SetActive(false); here The call to MakeActive() will indicate when the projectile should go active

virtual void plyGame.SkillProjectile.MakeActive ( )
virtual

This should have an override in custom projectile classes. This is called once the projectile should go active.

void plyGame.SkillProjectile.Start ( )
protected

you can override this with "new protected void Start()" in custom projectile behaviour

void plyGame.SkillProjectile.Update ( )
protected

you can override this with "new protected void Update()" in custom projectile behaviour