C# Class Projectile_Laser.Projectile_LaserRifle

Common laser type projectile class.
Inheritance: Projectile
Mostrar archivo Open project: Rikiki123456789/Rimworld

Public Properties

Property Type Description
drawingIntensity float
drawingMatrix UnityEngine.Matrix4x4
drawingPosition Vector3
drawingScale Vector3
drawingTexture UnityEngine.Material
hitThing Thing
postFiringDuration int
postFiringFinalIntensity float
postFiringInitialIntensity float
postFiringTexture UnityEngine.Material
preFiringDuration int
preFiringFinalIntensity float
preFiringInitialIntensity float
preFiringTexture UnityEngine.Material
tickCounter int

Public Methods

Method Description
Draw ( ) : void

Draws the laser ray.

ExposeData ( ) : void

Save/load data from a savegame file (apparently not used for projectile for now).

Fire ( ) : void

Manages the projectile damage application.

GetParametersFromXml ( ) : void

Get parameters from XML.

GetPostFiringDrawingParameters ( ) : void

Gets the postfiring drawing parameters.

GetPreFiringDrawingParameters ( ) : void

Gets the prefiring drawing parameters.

PerformPreFiringTreatment ( ) : void

Performs prefiring treatment: data initalization.

Tick ( ) : void

Main projectile sequence.

Protected Methods

Method Description
ApplyDamage ( Thing hitThing ) : void

Applies damage on a collateral pawn or an object.

DetermineImpactExactPosition ( ) : void

Checks for colateral targets (cover, neutral animal, pawn) along the trajectory.

Impact ( Thing hitThing ) : void

Impacts a pawn/object or the ground.

ImpactSomething ( ) : void

Computes what should be impacted in the DestinationCell.

Method Details

ApplyDamage() protected method

Applies damage on a collateral pawn or an object.
protected ApplyDamage ( Thing hitThing ) : void
hitThing Thing
return void

DetermineImpactExactPosition() protected method

Checks for colateral targets (cover, neutral animal, pawn) along the trajectory.
protected DetermineImpactExactPosition ( ) : void
return void

Draw() public method

Draws the laser ray.
public Draw ( ) : void
return void

ExposeData() public method

Save/load data from a savegame file (apparently not used for projectile for now).
public ExposeData ( ) : void
return void

Fire() public method

Manages the projectile damage application.
public Fire ( ) : void
return void

GetParametersFromXml() public method

Get parameters from XML.
public GetParametersFromXml ( ) : void
return void

GetPostFiringDrawingParameters() public method

Gets the postfiring drawing parameters.
public GetPostFiringDrawingParameters ( ) : void
return void

GetPreFiringDrawingParameters() public method

Gets the prefiring drawing parameters.
public GetPreFiringDrawingParameters ( ) : void
return void

Impact() protected method

Impacts a pawn/object or the ground.
protected Impact ( Thing hitThing ) : void
hitThing Thing
return void

ImpactSomething() protected method

Computes what should be impacted in the DestinationCell.
protected ImpactSomething ( ) : void
return void

PerformPreFiringTreatment() public method

Performs prefiring treatment: data initalization.
public PerformPreFiringTreatment ( ) : void
return void

Tick() public method

Main projectile sequence.
public Tick ( ) : void
return void

Property Details

drawingIntensity public_oe property

public float drawingIntensity
return float

drawingMatrix public_oe property

public Matrix4x4,UnityEngine drawingMatrix
return UnityEngine.Matrix4x4

drawingPosition public_oe property

public Vector3 drawingPosition
return Vector3

drawingScale public_oe property

public Vector3 drawingScale
return Vector3

drawingTexture public_oe property

public Material,UnityEngine drawingTexture
return UnityEngine.Material

hitThing public_oe property

public Thing hitThing
return Thing

postFiringDuration public_oe property

public int postFiringDuration
return int

postFiringFinalIntensity public_oe property

public float postFiringFinalIntensity
return float

postFiringInitialIntensity public_oe property

public float postFiringInitialIntensity
return float

postFiringTexture public_oe property

public Material,UnityEngine postFiringTexture
return UnityEngine.Material

preFiringDuration public_oe property

public int preFiringDuration
return int

preFiringFinalIntensity public_oe property

public float preFiringFinalIntensity
return float

preFiringInitialIntensity public_oe property

public float preFiringInitialIntensity
return float

preFiringTexture public_oe property

public Material,UnityEngine preFiringTexture
return UnityEngine.Material

tickCounter public_oe property

public int tickCounter
return int