C# 클래스 Projectile_Laser.Projectile_LaserRifle

Common laser type projectile class.
상속: Projectile
파일 보기 프로젝트 열기: Rikiki123456789/Rimworld

공개 프로퍼티들

프로퍼티 타입 설명
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

공개 메소드들

메소드 설명
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.

보호된 메소드들

메소드 설명
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.

메소드 상세

ApplyDamage() 보호된 메소드

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

DetermineImpactExactPosition() 보호된 메소드

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

Draw() 공개 메소드

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

ExposeData() 공개 메소드

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

Fire() 공개 메소드

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

GetParametersFromXml() 공개 메소드

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

GetPostFiringDrawingParameters() 공개 메소드

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

GetPreFiringDrawingParameters() 공개 메소드

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

Impact() 보호된 메소드

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

ImpactSomething() 보호된 메소드

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

PerformPreFiringTreatment() 공개 메소드

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

Tick() 공개 메소드

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

프로퍼티 상세

drawingIntensity 공개적으로 프로퍼티

public float drawingIntensity
리턴 float

drawingMatrix 공개적으로 프로퍼티

public Matrix4x4,UnityEngine drawingMatrix
리턴 UnityEngine.Matrix4x4

drawingPosition 공개적으로 프로퍼티

public Vector3 drawingPosition
리턴 Vector3

drawingScale 공개적으로 프로퍼티

public Vector3 drawingScale
리턴 Vector3

drawingTexture 공개적으로 프로퍼티

public Material,UnityEngine drawingTexture
리턴 UnityEngine.Material

hitThing 공개적으로 프로퍼티

public Thing hitThing
리턴 Thing

postFiringDuration 공개적으로 프로퍼티

public int postFiringDuration
리턴 int

postFiringFinalIntensity 공개적으로 프로퍼티

public float postFiringFinalIntensity
리턴 float

postFiringInitialIntensity 공개적으로 프로퍼티

public float postFiringInitialIntensity
리턴 float

postFiringTexture 공개적으로 프로퍼티

public Material,UnityEngine postFiringTexture
리턴 UnityEngine.Material

preFiringDuration 공개적으로 프로퍼티

public int preFiringDuration
리턴 int

preFiringFinalIntensity 공개적으로 프로퍼티

public float preFiringFinalIntensity
리턴 float

preFiringInitialIntensity 공개적으로 프로퍼티

public float preFiringInitialIntensity
리턴 float

preFiringTexture 공개적으로 프로퍼티

public Material,UnityEngine preFiringTexture
리턴 UnityEngine.Material

tickCounter 공개적으로 프로퍼티

public int tickCounter
리턴 int