C# Class ProjectStorms.ShipPartDestroy

Manages the destruction of player ship parts, and parent mass change.
Inheritance: UnityEngine.MonoBehaviour
Show file Open project: patferguson/Storms-Project Class Usage Examples

Public Properties

Property Type Description
balDestForce float
balDestRumbleDurr float
balDestRumbleStr float
balloonPopNoise UnityEngine.AudioSource
bumpRumbleDurr float
bumpRumbleStr float
bumpVelThreshold float
colDirThreshold float
destructableParts ShipPart[]

Public Methods

Method Description
Awake ( ) : void
BreakPart ( ShipPart a_part ) : void

Breaks the part, takes mass and hampers control to the ship.

EvaluatePartCollision ( Collider a_otherCol, float a_colVelSqr ) : void

Evaluates the collision with the input collider.

IsPartDestroyed ( ShipPart a_part ) : bool

Returns whether the part has been destroyed.

IsPartTypeDestroyed ( EShipPartType a_type ) : bool

Returns whether a part of the input type is still active.

OnCollisionEnter ( Collision a_colInfo ) : void

Called when a collision begins to objects.

OnTriggerEnter ( Collider a_otherCol ) : void

Called when a trigger enter begins to objects.

RepairAllParts ( ) : void

Repairs all of the destructible parts on the ship.

RepairPart ( ShipPart a_part ) : void

Re-enables the part, returns mass and thus restores control to the ship.

Start ( ) : void

Use this for initialisation.

Update ( ) : void

Update is called once per frame.

Private Methods

Method Description
ApplyPartCollision ( ShipPart a_part, float a_colVelSqr ) : void

Actually applies the collision to the part, shares this method with the trigger system.

ClearPartDestroyFlags ( ShipPart a_part ) : void

Clears the conditions necessary for ship destruction.

EvaluatePlayerCollision ( Collider a_otherCol, Vector3 a_velDiff, float a_colVelSqr ) : void

Evaluates the collision with the input collider.

TestShipDestroyed ( ShipPart a_part ) : void

Tests the conditions necessary for ship destruction.

Method Details

Awake() public method

public Awake ( ) : void
return void

BreakPart() public method

Breaks the part, takes mass and hampers control to the ship.
public BreakPart ( ShipPart a_part ) : void
a_part ShipPart The part to test
return void

EvaluatePartCollision() public method

Evaluates the collision with the input collider.
public EvaluatePartCollision ( Collider a_otherCol, float a_colVelSqr ) : void
a_otherCol UnityEngine.Collider
a_colVelSqr float Squared relative collision velocity magnitude.
return void

IsPartDestroyed() public method

Returns whether the part has been destroyed.
public IsPartDestroyed ( ShipPart a_part ) : bool
a_part ShipPart The part to test
return bool

IsPartTypeDestroyed() public method

Returns whether a part of the input type is still active.
public IsPartTypeDestroyed ( EShipPartType a_type ) : bool
a_type EShipPartType Ship part type.
return bool

OnCollisionEnter() public method

Called when a collision begins to objects.
public OnCollisionEnter ( Collision a_colInfo ) : void
a_colInfo UnityEngine.Collision Collision information.
return void

OnTriggerEnter() public method

Called when a trigger enter begins to objects.
public OnTriggerEnter ( Collider a_otherCol ) : void
a_otherCol UnityEngine.Collider Other collider.
return void

RepairAllParts() public method

Repairs all of the destructible parts on the ship.
public RepairAllParts ( ) : void
return void

RepairPart() public method

Re-enables the part, returns mass and thus restores control to the ship.
public RepairPart ( ShipPart a_part ) : void
a_part ShipPart The part to test
return void

Start() public method

Use this for initialisation.
public Start ( ) : void
return void

Update() public method

Update is called once per frame.
public Update ( ) : void
return void

Property Details

balDestForce public property

Force to explode the balloons with.
public float balDestForce
return float

balDestRumbleDurr public property

How long to rumble and screenshake the balloon destruction for.
public float balDestRumbleDurr
return float

balDestRumbleStr public property

Strength to rumble and screenshake the balloon destruction on.
public float balDestRumbleStr
return float

balloonPopNoise public property

Trigger the component on balloon destruction
public AudioSource,UnityEngine balloonPopNoise
return UnityEngine.AudioSource

bumpRumbleDurr public property

Duration of the bump rumble and screenshake.
public float bumpRumbleDurr
return float

bumpRumbleStr public property

Strength of the bump rumble and screenshake.
public float bumpRumbleStr
return float

bumpVelThreshold public property

Threshold for a collision to consider a bump rumble.
public float bumpVelThreshold
return float

colDirThreshold public property

Cone angle for detecting directional collisions.
public float colDirThreshold
return float

destructableParts public property

The parts of this ship that have children colliders and can be destroyed.
public ShipPart[] destructableParts
return ShipPart[]