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SpaceRTS - Starter Pack
1.3
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Public Member Functions | |
virtual void | InitSetup (GameEntity source, Damageable target) |
void | Disarm () |
virtual void | FixedUpdate () |
void | ApplyHitEffect (Damageable damageable) |
void | ApplyHitEffect (Damageable damageable, Vector3 offset) |
Transform | GetBestFireSource (GameEntity entity, Vector3 targetPoint) |
Public Attributes | |
string | launchSocket = "cp_socket" |
GameObject | triggerEffectPrefab |
bool | attachToSocket = false |
float | disarmTime = 5.0f |
float | destroyTime = 1.0f |
GameObject | emitEffectPrefab |
bool | attachEmitEffectToSocket |
GameObject | hitEffectPrefab |
bool | attachHitEffectToTarget = true |
float | damage = 10.0f |
Protected Member Functions | |
virtual Transform | GetEmitter (GameEntity source, Damageable target) |
virtual Vector3 | GetTargetOffset (GameEntity source, Damageable target) |
virtual void | OnDisarmed () |
virtual void | AutoDestroy () |
virtual void | OnApplyHitEffect (Damageable damageable, Vector3 offset) |
Protected Attributes | |
float | runTime = 0.0f |
bool | dissarmed = false |
Vector3 | direction = Vector3.forward |
GameEntity | sourceEntity = null |
Transform | sourceEmitter = null |
Transform | trackedTarget |
Vector3 | lockedPointOnTarget |
void NullPointerGame.DamageSystem.Projectile.ApplyHitEffect | ( | Damageable | damageable | ) |
void NullPointerGame.DamageSystem.Projectile.ApplyHitEffect | ( | Damageable | damageable, |
Vector3 | offset | ||
) |
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protectedvirtual |
void NullPointerGame.DamageSystem.Projectile.Disarm | ( | ) |
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virtual |
Reimplemented in NullPointerGame.DamageSystem.ProjectileMissile.
Transform NullPointerGame.DamageSystem.Projectile.GetBestFireSource | ( | GameEntity | entity, |
Vector3 | targetPoint | ||
) |
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protectedvirtual |
Reimplemented in NullPointerGame.DamageSystem.ProjectileBeam.
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protectedvirtual |
Reimplemented in NullPointerGame.DamageSystem.ProjectileBeam.
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virtual |
Reimplemented in NullPointerGame.DamageSystem.ProjectileBeam.
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protectedvirtual |
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protectedvirtual |
Reimplemented in NullPointerGame.DamageSystem.ProjectileBeam, and NullPointerGame.DamageSystem.ProjectileMissile.
bool NullPointerGame.DamageSystem.Projectile.attachEmitEffectToSocket |
bool NullPointerGame.DamageSystem.Projectile.attachHitEffectToTarget = true |
bool NullPointerGame.DamageSystem.Projectile.attachToSocket = false |
float NullPointerGame.DamageSystem.Projectile.damage = 10.0f |
float NullPointerGame.DamageSystem.Projectile.destroyTime = 1.0f |
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protected |
float NullPointerGame.DamageSystem.Projectile.disarmTime = 5.0f |
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protected |
GameObject NullPointerGame.DamageSystem.Projectile.emitEffectPrefab |
GameObject NullPointerGame.DamageSystem.Projectile.hitEffectPrefab |
string NullPointerGame.DamageSystem.Projectile.launchSocket = "cp_socket" |
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protected |
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protected |
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protected |
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protected |
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protected |
GameObject NullPointerGame.DamageSystem.Projectile.triggerEffectPrefab |