Name |
Description |
AirshipAudio |
|
AirshipCamBehaviour |
Basic lerp follow airship. Don't change the cam height/width/pixel position here - do that in the master cam controller. However, we can tell the camera where to go and what position to take here. |
AirshipControlBehaviour |
This is the basic airship control. It manages pitch, yaw, and roll. Syncs up to ship animations. In time this script will probably be changed a lot. Many of the movement features here were expanded upon and derived from the Unity Standard Vehicle Assets - Plane Controller. Unlike the old Storms Project, this game moves Non-Kinematic Rigidbodies through Physics (unlike Kinematic Rigidbody via direct control). |
AirshipControlBehaviour.ShipPartInputConnection |
|
AirshipDyingBehaviour |
A simple script that sets the behaviour for the falling airship state. The player's ship will free-fall and the camera will stay in place and look at the ship. |
AirshipStallingBehaviour |
A simple script that sets the behaviour for the falling airship state. The player's ship will free-fall and the camera will stay in place and look at the ship. |
AirshipSuicideBehaviour |
This ship determines how the ship moves once the player has decided to "commit suicide" and play as a kamikaze 'fire ship'. Compared to regular movement, this time the airship controls like a missile - the player has less control. |
AmbientSound |
|
AmbientSoundWithDelayIntervals |
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AnnouncerEffects |
|
AnnouncerText |
|
BaseSpawner |
|
BroadsideWeaponsController |
|
CamLookDirection |
This script makes the airship camera rotate to look at an invisible target, regardless of the camera's actual position. |
Cam_DollyForward |
This script makes the camera 'Dolly' forward or backwards in Local Space (translate forward or back). This is a quick fix to the 'Zoom behind ship issue'. |
CannonBallBehaviour |
|
CannonBallRaytracer |
|
CannonFire |
This script pools the cannonball prefab objects, and fires them when triggered. |
CinematicOutro |
|
CinematicScript |
This script manages a basic camera orbiting of the scene to show off level and gameplay features. |
Countermeasures |
Pool, activate and keep track of the different countermeasures/weapons. |
CustomMenuMissile |
|
CustomRotate |
|
DeactivatePassengerTrigger |
|
DelayChaff |
|
DetectFallingPassenger |
This script detects falling passenger pirates that enter the triggerzone. It deactivates the passengers and adds to player score (by subtracting from regular score). |
DynamicMenuCam |
|
EngineAudio |
|
ExplosionTrigger |
Explosion trigger - on collision enter. |
FactionIndentifier |
|
FactionModelPreview |
|
FactionPreviewDisplayUpdater |
|
FallingScream |
|
GameManager |
|
HealPointBehaviour |
|
HingeJointScript |
Make a custom 'hinge' rotation controlled through the airship's movement. |
InEditorStuff |
Everything here is only for ease of access, and should only effect stuff in the editor. We should delete the Entire 'InEditor' branch of the airshipGameobject before master build. |
IndicatorArrows |
|
InputManager |
Just the raw controller inputs. These are mainly passed into the airship movement controls, but also effect suicide/fireship and roulette controls. |
InputManager.ControllerRumbleInfo |
|
LevelBoundsBehaviour |
|
LimbManager |
|
MainMenu |
|
MarioKartCopyMechanics |
|
MasterCamera |
A very important script. This sets the camera's screen width/height depending on the number of players. For now, this has to be set manually. |
MenuLookAt |
|
MenuSFX |
|
MineBehaviour |
|
Minimap |
|
MoveForwardLocalSpace |
Moves Gameobject forward in local space. Specifically, this is used on the Root parent of the Pinwheel object. |
PassengerTriggerZone |
|
PinwheelBlade |
Pinwheel blade trigger. Triggers a physical response if any rigidbody enters its collider (after a brief interval) |
PinwheelWeapon |
Pinwheel weapon - spirals in local axis |
PirateBaseIdentity |
This script keeps track of the pirate base and identity - checks current score and tags. |
PlayerSetupMenu |
|
PlayerSetupMenu.Player |
|
PlayerSpawner |
|
PressAnyButton |
Skip to next scene from game menu. |
PrisonFortressKlaxonWarning |
|
PrisonFortressRotate |
|
RotateCam |
This script takes input from the input manager, and passes the movement into an empty game object with an attached camera. Most of this script was derived from the Unity Example for transform.rotate. |
RouletteBehaviour |
|
RouletteSpinWheel |
This script manages the 'Spinning Wheel' effect on the Roulette Wheel. Inputs are passed in from InputManager script via the Roulette Behaviour State script. |
SailBehaviour |
|
ScaleOnSpawn |
Scale on spawn. Starts object at local scale 0.1f and scales up to local scale 1. |
SceneMusic |
|
ScoreIndicator |
|
ScoreManager |
Manages scoring for each player in the game. |
ShipPartDestroy |
Manages the destruction of player ship parts, and parent mass change. |
ShipPartDestroy.ShipPart |
|
SlipStream |
|
SpawnPassengers |
A script to pool and spawn pirate passengers. UPDATE: From now on- use the passenger prefab object instead of primitive cubes. |
StallLightScript |
|
StateManager |
|
TagChildren |
This script will pass itself through EVERY child object of the Airship. This can be useful for collisions, inputs and cam references. I.e. The Cannonball collisions will check for the object's tag. If all objects, have the same tag as parent, then there is no confusion. |
Temp_TrapdoorScript |
This temp script is used to trigger the trapdoor -- replace this with Animation when ready. Most of this script was copied off the 'HingeJointScript'. |
TextSpray |
|
UI_Controller |
|
Vortex |
Vortex - basically a physics black hole - if a rigidbody is inside the trigger, it is dragged towards the gameobject's center. |
WeaponSFX |
|
WeaponTimeOutScript |
Removes the weapon/countermeasure from the scene after a certain time. |
WeaponsStatus |
|