Property | Type | Description | |
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Movable | bool | ||
Name | string | ||
Selectable | bool | ||
Team | eObjTeam | ||
Type | eObjType | ||
canBeCaptured | bool | ||
costMetal | float | ||
costTime | float | ||
isCaptured | bool | ||
mainRendererObject | Transform | ||
mainScript | MainScript, | ||
materialDisabled | Material | ||
progressBarPrefab | Transform | ||
selectorObject | Transform |
Property | Type | Description | |
---|---|---|---|
captureRaySpot | Transform | ||
captureSpot | Transform | ||
capturedEntity | CBaseEntity, | ||
capturer | Transform | ||
meshObject | Transform | ||
selectorRadius | float | ||
sweetSpot | Vector3 | ||
sweetSpotObj | Transform |
Method | Description | |
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Attacked ( ) : void |
What to do when this entity is attacked
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BuildIt ( ) : void |
Declaration of the build function
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CapturedBy ( Transform capturer, Transform captureSpot, Transform captureRaySpot ) : void |
Somebody captured this entity!
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CheckIfHaveSomethingCaptured ( ) : bool |
Check if this unit is carrying something or someone
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CreateSelector ( ) : void |
Instantiate the selector object, showing the user what object he selected
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Deselect ( ) : void |
Deselect the current object, if possible
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IWasSetToVisible ( ) : void |
The VisibilityControl script set me to visible. If this object is a resource, we should inform the Quest Manager
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ReleaseMe ( ) : void |
Release the captured object
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Select ( ) : Transform |
Runs whenever this object is selected in the game. Different objects have different behaviours. Monkeys and drones, when selected, have a cursor added to themselves.
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Start ( ) : void | ||
Work ( ) : void |
Do whatever this building is supposed to do
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Method | Description | |
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GetCaptureRaySpot ( ) : Transform |
Get the Capture Ray Spot object from the hierarchy, which is the spot from where the capture ray is shoot. Useful only for the cientist monkey and the hunter drones
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GetCaptureSpot ( ) : Transform |
Get the Capture Spot object from the hierarchy. Useful only for the cientist monkey and the hunter drones
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GetMeshObject ( ) : Transform |
Get the mesh object in the hierarchy, as this: Object -> collider | - Icon | - SweetSpot | - Mesh | - Imported FBX -> animation
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GetSweetSpotAndMeshObject ( ) : void |
Get the mesh object, the renderer and the sweet spot for this object
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GetSweetSpotPosition ( ) : Vector3 |
Get the sweet spot position, if this object is defined. Otherwise, will return this object position
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public CapturedBy ( Transform capturer, Transform captureSpot, Transform captureRaySpot ) : void | ||
capturer | Transform | Transform for who is capturing this object |
captureSpot | Transform | Transform of the capture spot (inside the hierarchy of the capturer) |
captureRaySpot | Transform | Transform of the spot from where the capture ray is shoot |
return | void |
public CheckIfHaveSomethingCaptured ( ) : bool | ||
return | bool |
protected GetSweetSpotAndMeshObject ( ) : void | ||
return | void |