Property | Type | Description | |
---|---|---|---|
AIScript | AstarAIFollow, | ||
attackRange | float | ||
droneType | eDroneType | ||
enemyPatrolScript | EnemyPatrol, | ||
hunterAIScript | DroneHunter, | ||
patrolDroneScript | DronePatrol, | ||
patrolScript | Patrol, | ||
prefabSparks | Transform | ||
saboteurScript | Saboteur, | ||
sfxAttacked | |||
sfxSelected | |||
stunnedParticleSystem | Transform | ||
transTarget | Transform | ||
typeTarget | CBaseEntity.eObjType |
Method | Description | |
---|---|---|
Attack ( Transform transTarget ) : void |
Attack the specified transTarget. Considering all the tests we need to do it's probably best just to send the gameobject. Or not gotta discuss
|
|
Attacked ( ) : void |
What to do when this drone is attacked?
|
|
Awake ( ) : void |
When the script is initialized
|
|
Deselect ( ) : void | ||
DestroyThisDrone ( ) : void |
Actually destroy the drone game object
|
|
EnterNewState ( FSMState, eNewState ) : void |
Changes the FSM to a new state
|
|
ExecuteCurrentState ( ) : void |
Executes the FSM current state
|
|
FadeOutDrone ( ) : void |
Uses iTween to fade out the destroyed drone
|
|
GetColliderInfo ( ) : void |
Get info about the collider in this object. This is needed so we know what are the boundaries of the object. With this, we can calculate the distance of the object from others, knowing if we can attack them, for instance
|
|
GetCurrentState ( ) : FSMState, |
Returns the FSM current state
|
|
LeaveCurrentState ( ) : void |
Leaves the current state. Used whenever the FSM enters a new state
|
|
OnAStarReachedEndOfPath ( Transform eventRaiser, bool isMoving ) : void |
This method is called when the Astar reaches the end of the path
|
|
OnDestroy ( ) : void |
What to do when this object is destroyed
|
|
OnDisable ( ) : void |
What to do when this object is disabled
|
|
OnEnable ( ) : void |
What to do when this object is enabled
|
|
Patrolling ( ) : void | ||
Recycled ( ) : void |
What to do when the drone is being recycled
|
|
Reprogrammed ( ) : void |
This drone has been reprogrammed, so it will change it's team
|
|
Select ( ) : Transform |
Selected is override to play a sound
|
|
Update ( ) : void | ||
Waiting ( ) : void | ||
WalkTo ( Vector3 walkTo ) : void | ||
isStunned ( ) : bool |
Helper function to tell if a drone is in the STATE_STUNNED or no. Useful for monkeys attacking this drone
|
Method | Description | |
---|---|---|
DestroyDrone ( ) : IEnumerator |
Plays a final animation and, when it's over, destroy the drone object
|
public Attack ( Transform transTarget ) : void | ||
transTarget | Transform | /// Transform transTarget. /// |
return | void |
public EnterNewState ( FSMState, eNewState ) : void | ||
eNewState | FSMState, | The new state |
return | void |
public OnAStarReachedEndOfPath ( Transform eventRaiser, bool isMoving ) : void | ||
eventRaiser | Transform | |
isMoving | bool | |
return | void |