C# Class Projectile_Laser.Projectile_LaserRifle

Common laser type projectile class.
Inheritance: Projectile
Afficher le fichier Open project: Rikiki123456789/Rimworld

Méthodes publiques

Свойство 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

Méthodes publiques

Méthode 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.

Méthodes protégées

Méthode 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 méthode

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

DetermineImpactExactPosition() protected méthode

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

Draw() public méthode

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

ExposeData() public méthode

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

Fire() public méthode

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

GetParametersFromXml() public méthode

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

GetPostFiringDrawingParameters() public méthode

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

GetPreFiringDrawingParameters() public méthode

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

Impact() protected méthode

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

ImpactSomething() protected méthode

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

PerformPreFiringTreatment() public méthode

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

Tick() public méthode

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

Property Details

drawingIntensity public_oe property

public float drawingIntensity
Résultat float

drawingMatrix public_oe property

public Matrix4x4,UnityEngine drawingMatrix
Résultat UnityEngine.Matrix4x4

drawingPosition public_oe property

public Vector3 drawingPosition
Résultat Vector3

drawingScale public_oe property

public Vector3 drawingScale
Résultat Vector3

drawingTexture public_oe property

public Material,UnityEngine drawingTexture
Résultat UnityEngine.Material

hitThing public_oe property

public Thing hitThing
Résultat Thing

postFiringDuration public_oe property

public int postFiringDuration
Résultat int

postFiringFinalIntensity public_oe property

public float postFiringFinalIntensity
Résultat float

postFiringInitialIntensity public_oe property

public float postFiringInitialIntensity
Résultat float

postFiringTexture public_oe property

public Material,UnityEngine postFiringTexture
Résultat UnityEngine.Material

preFiringDuration public_oe property

public int preFiringDuration
Résultat int

preFiringFinalIntensity public_oe property

public float preFiringFinalIntensity
Résultat float

preFiringInitialIntensity public_oe property

public float preFiringInitialIntensity
Résultat float

preFiringTexture public_oe property

public Material,UnityEngine preFiringTexture
Résultat UnityEngine.Material

tickCounter public_oe property

public int tickCounter
Résultat int