Method | Description | |
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Die ( string killer, int weaponID ) : void | ||
MoveTo ( Transform location ) : void | ||
MoveTo ( Vector3 position, Quaternion rotation ) : void | ||
RespawnAt ( Transform location ) : void | ||
RespawnAt ( Vector3 position, Quaternion rotation ) : void | ||
SetState ( PlayerState, newState ) : void |
Sets the PlayerState to use. We can't simply use GetComponent because when the prefab containing the implementation of this script, it initially has no parent transform, so we don't have a good way to find the PlayerState. instead, the PlayerState itself calls SetState(this) after it is done with all its instantiation.
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TakeDamage ( float Damage, string DamageSource, Vector3 direction, int weaponID ) : void |
public abstract Die ( string killer, int weaponID ) : void | ||
killer | string | |
weaponID | int | |
return | void |
public abstract MoveTo ( Vector3 position, Quaternion rotation ) : void | ||
position | Vector3 | |
rotation | Quaternion | |
return | void |
public RespawnAt ( Transform location ) : void | ||
location | Transform | |
return | void |
public abstract RespawnAt ( Vector3 position, Quaternion rotation ) : void | ||
position | Vector3 | |
rotation | Quaternion | |
return | void |
public SetState ( PlayerState, newState ) : void | ||
newState | PlayerState, | |
return | void |
public abstract TakeDamage ( float Damage, string DamageSource, Vector3 direction, int weaponID ) : void | ||
Damage | float | |
DamageSource | string | |
direction | Vector3 | |
weaponID | int | |
return | void |