Eye of the Nile Docs
Everything you need to know to get started!
All Classes Namespaces Files Functions Variables Enumerations Enumerator Properties Events Pages
PrototypeBaseEntity Class Reference

Public Attributes

PrototypeEntityInfo baseInfo
 
PatrolZoneProto patrolZonePrefab
 
Vector2 leftOffset
 
Vector2 rightOffset
 
Transform attackPoint
 
ObjectHealth objectHealth
 
int attackVariant = 0
 

Protected Member Functions

virtual void DetectHostile ()
 
virtual void ScanAttackRange ()
 
virtual void ScanAttackRangeMultiple ()
 
virtual void FlipSprite (float flipDirection)
 
virtual void MoveLeft ()
 
virtual void MoveRight ()
 
virtual void MaintainMovement ()
 
virtual void StandStill ()
 
virtual void ActivateAttack ()
 
virtual void TriggerAttack ()
 
virtual void StateCheck (EntityState eState)
 
virtual void InitializePatrolZone ()
 
virtual void PatrolState ()
 
virtual void ChaseState ()
 
virtual void CloseAttackState ()
 
virtual void ProtoCloseAttackState ()
 
virtual void AwakeMethods ()
 
virtual void StartMethods ()
 
virtual void UpdateMethods ()
 

Protected Attributes

Rigidbody2D rb
 
Animator animator
 
float horizontalDirection
 
Collider2D currentHitObject
 
PrototypeEntityChecks entityBools
 

Properties

EntityState EState = EntityState.Patrol [get, set]
 
PatrolZoneProto CurrentPatrolZone [get, set]
 

Private Member Functions

void OnDrawGizmos ()
 
void Awake ()
 
void Start ()
 
void Update ()
 

Private Attributes

float cooldownEndTime = 0f
 

Member Function Documentation

◆ ActivateAttack()

virtual void PrototypeBaseEntity.ActivateAttack ( )
protectedvirtual

Reimplemented in PrototypeMeleeRangedEntity.

◆ Awake()

void PrototypeBaseEntity.Awake ( )
private

◆ AwakeMethods()

virtual void PrototypeBaseEntity.AwakeMethods ( )
protectedvirtual

◆ ChaseState()

virtual void PrototypeBaseEntity.ChaseState ( )
protectedvirtual

Reimplemented in PrototypeSpawnerEntity.

◆ CloseAttackState()

virtual void PrototypeBaseEntity.CloseAttackState ( )
protectedvirtual

◆ DetectHostile()

virtual void PrototypeBaseEntity.DetectHostile ( )
protectedvirtual

◆ FlipSprite()

virtual void PrototypeBaseEntity.FlipSprite ( float flipDirection)
protectedvirtual

◆ InitializePatrolZone()

virtual void PrototypeBaseEntity.InitializePatrolZone ( )
protectedvirtual

◆ MaintainMovement()

virtual void PrototypeBaseEntity.MaintainMovement ( )
protectedvirtual

◆ MoveLeft()

virtual void PrototypeBaseEntity.MoveLeft ( )
protectedvirtual

◆ MoveRight()

virtual void PrototypeBaseEntity.MoveRight ( )
protectedvirtual

◆ OnDrawGizmos()

void PrototypeBaseEntity.OnDrawGizmos ( )
private

◆ PatrolState()

virtual void PrototypeBaseEntity.PatrolState ( )
protectedvirtual

◆ ProtoCloseAttackState()

virtual void PrototypeBaseEntity.ProtoCloseAttackState ( )
protectedvirtual

◆ ScanAttackRange()

virtual void PrototypeBaseEntity.ScanAttackRange ( )
protectedvirtual

◆ ScanAttackRangeMultiple()

virtual void PrototypeBaseEntity.ScanAttackRangeMultiple ( )
protectedvirtual

◆ StandStill()

virtual void PrototypeBaseEntity.StandStill ( )
protectedvirtual

◆ Start()

void PrototypeBaseEntity.Start ( )
private

◆ StartMethods()

virtual void PrototypeBaseEntity.StartMethods ( )
protectedvirtual

◆ StateCheck()

virtual void PrototypeBaseEntity.StateCheck ( EntityState eState)
protectedvirtual

◆ TriggerAttack()

virtual void PrototypeBaseEntity.TriggerAttack ( )
protectedvirtual

◆ Update()

void PrototypeBaseEntity.Update ( )
private

◆ UpdateMethods()

virtual void PrototypeBaseEntity.UpdateMethods ( )
protectedvirtual

Member Data Documentation

◆ animator

Animator PrototypeBaseEntity.animator
protected

◆ attackPoint

Transform PrototypeBaseEntity.attackPoint

◆ attackVariant

int PrototypeBaseEntity.attackVariant = 0

◆ baseInfo

PrototypeEntityInfo PrototypeBaseEntity.baseInfo

◆ cooldownEndTime

float PrototypeBaseEntity.cooldownEndTime = 0f
private

◆ currentHitObject

Collider2D PrototypeBaseEntity.currentHitObject
protected

◆ entityBools

PrototypeEntityChecks PrototypeBaseEntity.entityBools
protected

◆ horizontalDirection

float PrototypeBaseEntity.horizontalDirection
protected

◆ leftOffset

Vector2 PrototypeBaseEntity.leftOffset

◆ objectHealth

ObjectHealth PrototypeBaseEntity.objectHealth

◆ patrolZonePrefab

PatrolZoneProto PrototypeBaseEntity.patrolZonePrefab

◆ rb

Rigidbody2D PrototypeBaseEntity.rb
protected

◆ rightOffset

Vector2 PrototypeBaseEntity.rightOffset

Property Documentation

◆ CurrentPatrolZone

PatrolZoneProto PrototypeBaseEntity.CurrentPatrolZone
getset

◆ EState

EntityState PrototypeBaseEntity.EState = EntityState.Patrol
getset

The documentation for this class was generated from the following file: