platformer
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Fire projectiles (All or one by one), handles orientation based on the character collisions.faceDir More...
Classes | |
struct | ProjectileCfg |
Projectiles data More... | |
Public Member Functions | |
override int | WantsToUpdate (float delta) |
TODO REVIEW continous fire? More... | |
override void | PerformAction (float delta) |
Do your action here. More... | |
virtual void | Fire () |
Fire projectiles, regardless the cooldown, Call it after all checks More... | |
override PostUpdateActions | GetPostUpdateActions () |
Return what to do next. More... | |
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void | Reset () |
Try to set character & input from parent nodes More... | |
virtual void | OnEnable () |
keep Character.actions in sync More... | |
virtual void | OnDisable () |
keep Character.actions in sync More... | |
virtual void | GainControl (float delta) |
Called (once) when this action is going to be 'PerformAction' for first time More... | |
virtual void | LoseControl (float delta) |
Called (once) when other action 'WantsToUpdate' or this action don't anymore More... | |
Public Attributes | |
String | action = "Attack" |
Input action name More... | |
List< ProjectileCfg > | projectiles = new List<ProjectileCfg>() |
List of projectiles More... | |
float | fireDelay = 5 |
Reload time More... | |
bool | fireMode = false |
int | priority = 5 |
Action priority More... | |
Action | onFire |
Fired when fire a projectile More... | |
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Character | character |
Target character that will be affected by this movement More... | |
PlatformerInput | input |
Input to listen More... | |
Action | onGrainControl |
Callback when this movement WantsToUpdate and has highest priority. More... | |
Action | onLoseControl |
Callback when this movement don't WantsToUpdate or another movement has higher priority More... | |
Protected Member Functions | |
virtual void | _Fire () |
Real Fire function, for use with: UpdateManager.SetTimeout More... | |
Fire projectiles (All or one by one), handles orientation based on the character collisions.faceDir
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inlineprotectedvirtual |
Real Fire function, for use with: UpdateManager.SetTimeout
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inlinevirtual |
Fire projectiles, regardless the cooldown, Call it after all checks
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inlinevirtual |
Return what to do next.
By default should be: APPLY_GRAVITY | WORLD_COLLISIONS
Implements UnityPlatformer.CharacterAction.
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inlinevirtual |
Do your action here.
Implements UnityPlatformer.CharacterAction.
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inlinevirtual |
TODO REVIEW continous fire?
Implements UnityPlatformer.CharacterAction.
String UnityPlatformer.CharacterActionProjectile.action = "Attack" |
Input action name
float UnityPlatformer.CharacterActionProjectile.fireDelay = 5 |
Reload time
bool UnityPlatformer.CharacterActionProjectile.fireMode = false |
Action UnityPlatformer.CharacterActionProjectile.onFire |
Fired when fire a projectile
int UnityPlatformer.CharacterActionProjectile.priority = 5 |
Action priority
List<ProjectileCfg> UnityPlatformer.CharacterActionProjectile.projectiles = new List<ProjectileCfg>() |
List of projectiles