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Eye of the Nile Docs
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Script for a tornado projectile that deals no damage, instead pushing targets away with its hitbox. Inherits from BasicProjectile.
Documentation updated 9/7/2024
Public Attributes | |
| float | despawnTime = 5f |
| Seconds until the projectile despawns. | |
Protected Member Functions | |||
| override void | StartMethods () | ||
| Start the despawn timer, as well as the base functionality of playing the spawning sound effect. | |||
Protected Member Functions inherited from BaseProjectile | |||
| virtual void | AwakeMethods () | ||
| Runs when Awake() is called. | |||
| virtual void | OnTriggerEnterMethods (Collider2D collision) | ||
| Runs if the projectile collides with an object (and it's a trigger zone). Does nothing by default. | |||
| virtual void | OnCollisionEnterMethods (Collision2D collisionInfo) | ||
Runs if the projectile collides with an object. Damages the object it collided with if possible, then destroys the projectile.
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| void | UpdateFacing () | ||
| Flips the sprite and movement direction (if a compatable component for projectile movement is attached) depending on if the projectile is currently facing left or right. | |||
Private Member Functions | |
| IEnumerator | DespawnTimer () |
| Functionality of the DespawnTimer script, but was written before it was created. | |
| void | OnCollisionEnter2D (Collision2D collisionInfo) |
| Do nothing. Ignore base functionality. | |
Additional Inherited Members | |
Public Member Functions inherited from BaseProjectile | |
| void | FlipDirection () |
Protected Attributes inherited from BaseProjectile | |
| GameObject | sprite |
| Reference to the game object that holds the sprite renderer of the projectile. Often this is just the projectile itself, but sometimes there's a child with the sprite. This allows compatability with both systems. | |
| int | damage = 30 |
| The amount of damage the projectile will apply if it comes in contact with something it can damage. | |
| bool | damagePlayers = true |
| If true, the projectile can damage the player. | |
| bool | damageNonPlayers = true |
| If true, the projectile can damage objects that aren't the player (assuming they have an ObjectHealth component). | |
| bool | destroyOnImpact = true |
| If true, the projectile will destroy itself when it hits something (regardless of if it can damage it or now). | |
| EventReference | spawnSFX |
| Sound effect that plays when the projectile is spawned in. | |
| bool | flipSprite = true |
| When facingLeft is true, the sprite will be flipped. Usually used to make the sprite "face the way the projectile is moving.". | |
Properties inherited from BaseProjectile | |
| int | refDamage [get, private set] |
| A mirror of damage that allows for other objects to read its value without changing it, and also allowing damage to appear in the Unity Editor. | |
| bool | facingLeft = false [get, private set] |
| True if the projectile is facing (and thus moving) to the left. Likewise, false if the projectile is facing to the right. | |
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private |
Functionality of the DespawnTimer script, but was written before it was created.
Wait for despawn time to be up,
then destory the projectile.
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private |
Do nothing. Ignore base functionality.
Don't do anything on impact.
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protectedvirtual |
Start the despawn timer, as well as the base functionality of playing the spawning sound effect.
Reimplemented from BaseProjectile.
| float TornadoProjectile.despawnTime = 5f |
Seconds until the projectile despawns.