The projectiles created by a Skill. The projectile will trigger Events in the Skill's Blox as needed.
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Inherits MonoBehaviour.
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virtual void | MakeActive () |
| This should have an override in custom projectile classes. This is called once the projectile should go active. More...
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Skill | owner |
| The skill this projectile belongs to.
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float | moveSpeed |
| How fast this projectile is moving.
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Vector3 | targetLocation |
| Location it is trying to reach.
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Transform | targetTr |
| Target object it is trying to reach.
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Vector3 | followOffset |
| Offset it is following at if targetTr is set.
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float | maxLiveTime |
| The maximum time it has to live before fizzling (seconds)
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bool | triggerSecondaryOnFizzle |
| will it trigger a secondary effect when it fizzle?
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bool | triggerSecondaryOnFizzleOnlyIfObstacle |
| should the secondary only be triggered when it fizzles from hitting an obstacle?
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float | collisionRayWidth = 0.0f |
| Use a ray-cast (when 0) or a spherical cast to check if it hit something yet?
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LayerMask | validTargetsLayerMask |
| Things in these layers are considered targets (Skill.AttemptHit() will have the last say to determine if a valid hit was made)
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LayerMask | obstacleCheckMask |
| Things in these layers are considered obstacles that causes a fizzle.
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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.
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Transform | createAtDummy = null |
| If this is set then use this transform;s position as the create point of the projectile.
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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...
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void | Start () |
| you can override this with "new protected void Start()" in custom projectile behaviour More...
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void | Update () |
| you can override this with "new protected void Update()" in custom projectile behaviour More...
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The projectiles created by a Skill. The projectile will trigger Events in the Skill's Blox as needed.
void plyGame.SkillProjectile.Awake |
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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 |
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virtual |
This should have an override in custom projectile classes. This is called once the projectile should go active.
void plyGame.SkillProjectile.Start |
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protected |
you can override this with "new protected void Start()" in custom projectile behaviour
void plyGame.SkillProjectile.Update |
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protected |
you can override this with "new protected void Update()" in custom projectile behaviour