프로퍼티 | 타입 | 설명 | |
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drawingIntensity | float | ||
drawingMatrix | |||
drawingPosition | Vector3 | ||
drawingScale | Vector3 | ||
drawingTexture | |||
hitThing | Thing | ||
postFiringDuration | int | ||
postFiringFinalIntensity | float | ||
postFiringInitialIntensity | float | ||
postFiringTexture | |||
preFiringDuration | int | ||
preFiringFinalIntensity | float | ||
preFiringInitialIntensity | float | ||
preFiringTexture | |||
tickCounter | int |
메소드 | 설명 | |
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Draw ( ) : void |
Draws the laser ray.
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ExposeData ( ) : void |
Save/load data from a savegame file (apparently not used for projectile for now).
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Fire ( ) : void |
Manages the projectile damage application.
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GetParametersFromXml ( ) : void |
Get parameters from XML.
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GetPostFiringDrawingParameters ( ) : void |
Gets the postfiring drawing parameters.
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GetPreFiringDrawingParameters ( ) : void |
Gets the prefiring drawing parameters.
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PerformPreFiringTreatment ( ) : void |
Performs prefiring treatment: data initalization.
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Tick ( ) : void |
Main projectile sequence.
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메소드 | 설명 | |
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ApplyDamage ( Thing hitThing ) : void |
Applies damage on a collateral pawn or an object.
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DetermineImpactExactPosition ( ) : void |
Checks for colateral targets (cover, neutral animal, pawn) along the trajectory.
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Impact ( Thing hitThing ) : void |
Impacts a pawn/object or the ground.
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ImpactSomething ( ) : void |
Computes what should be impacted in the DestinationCell.
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