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void | Awake () |
| Set the size of the area particles can spawn in, set how long they'll spawn for, and create the particle spawner.
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void | Update () |
| Every frame, check if it's time to attempt to damage an entity. If so, damage each entity in the objectsToDamage list. If destroyWhenDoneDamaging is enabled, check if the damageCounter has passed damageCount and if so, destroy this object.
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void | OnTriggerEnter2D (Collider2D col) |
| When an object enters the earthquake zone, attempt to slow it down and add it's object health to the objecctsToDamage.
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void | OnTriggerExit2D (Collider2D col) |
| When an object enters the earthquake zone, attempt to restore it's speed and remove it's object health from the objecctsToDamage.
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Transform | particles |
| Reference to the particles that will spawn every time the earthquake damage occurs.
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int | damageAmount = 10 |
| The amount of damage the earthquake deals.
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int | damageCount = 3 |
| How many time the earthquake zone will damage entities inside it.
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float | timeBetweenDamage = 1f |
| The time between each attempt at damaging entities.
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float | entitySpeedModifier = 3f |
| How much entities are slowed down when inside the earthquake zone.
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float | particleLingerTime = 1f |
| The amount of time after the last damage attempt the particles should linger for.
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bool | destroyWhenDoneDamaging = true |
| Destroys the earthquake zone when it does all damageCount attempts at damaging entities.
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int | damageCounter = 0 |
| How many attempts at damaging entities have passed.
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float | damageTimer = 0f |
| How much time since the last attempt at damaging entities.
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List< ObjectHealth > | objectsToDamage = new() |
| The list of object health components to apply damage to.
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◆ Awake()
void EarthquakeZone.Awake |
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Set the size of the area particles can spawn in, set how long they'll spawn for, and create the particle spawner.
◆ OnTriggerEnter2D()
void EarthquakeZone.OnTriggerEnter2D |
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Collider2D | col | ) |
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When an object enters the earthquake zone, attempt to slow it down and add it's object health to the objecctsToDamage.
◆ OnTriggerExit2D()
void EarthquakeZone.OnTriggerExit2D |
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Collider2D | col | ) |
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When an object enters the earthquake zone, attempt to restore it's speed and remove it's object health from the objecctsToDamage.
◆ Update()
void EarthquakeZone.Update |
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Every frame, check if it's time to attempt to damage an entity. If so, damage each entity in the objectsToDamage list. If destroyWhenDoneDamaging is enabled, check if the damageCounter has passed damageCount and if so, destroy this object.
◆ damageAmount
int EarthquakeZone.damageAmount = 10 |
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The amount of damage the earthquake deals.
◆ damageCount
int EarthquakeZone.damageCount = 3 |
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How many time the earthquake zone will damage entities inside it.
◆ damageCounter
int EarthquakeZone.damageCounter = 0 |
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How many attempts at damaging entities have passed.
◆ damageTimer
float EarthquakeZone.damageTimer = 0f |
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How much time since the last attempt at damaging entities.
◆ destroyWhenDoneDamaging
bool EarthquakeZone.destroyWhenDoneDamaging = true |
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Destroys the earthquake zone when it does all damageCount attempts at damaging entities.
◆ entitySpeedModifier
float EarthquakeZone.entitySpeedModifier = 3f |
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How much entities are slowed down when inside the earthquake zone.
◆ objectsToDamage
The list of object health components to apply damage to.
◆ particleLingerTime
float EarthquakeZone.particleLingerTime = 1f |
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The amount of time after the last damage attempt the particles should linger for.
◆ particles
Transform EarthquakeZone.particles |
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Reference to the particles that will spawn every time the earthquake damage occurs.
◆ timeBetweenDamage
float EarthquakeZone.timeBetweenDamage = 1f |
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The time between each attempt at damaging entities.
The documentation for this class was generated from the following file: