C# Class BossBehavior, ExorcistForHire

Inheritance: MonoBehaviour
Exibir arquivo Open project: JordanStone/ExorcistForHire Class Usage Examples

Public Properties

Property Type Description
MeleeDamageDeltToPlayer float
aoeBaseProbability float
aoeKnockback float
bossStartingHealth float
bulletDamage float
clawBaseProbability float
healAmount float
healInterval float
inAttack bool
petrificationBaseProbability float
petrificationObject GameObject
rangedBaseProbability float
rangedObject GameObject

Public Methods

Method Description
AddPhaseAttacks ( DarkGodStateMachine phase ) : void
AttackPlayer ( float distanceToTarget ) : void
CheckListOrder ( ) : void
GetBossHealth ( ) : float
HealHealth ( ) : void
OnCollisionEnter ( Collision collision ) : void
Start ( ) : void
StopHealing ( ) : void
Update ( ) : void

Private Methods

Method Description
ActivateAOE ( ) : IEnumerator
AoeAttack ( ) : void
ChooseAttack ( ) : AttackData,
ClawAttack ( ) : void
DeployStraw ( float time, float split ) : IEnumerator
Heal ( ) : IEnumerator
InitializeAttackData ( ) : void
PetrificationAttack ( ) : void
RangedAttack ( ) : void
SetProbabilitiesOfAttacks ( float distanceToTarget ) : void
SetProbabilityOfAoe ( int index, float distanceToTarget ) : void
SetProbabilityOfClaw ( int index, float distanceToTarget ) : void
SetProbabilityOfPetrification ( int index, float distanceToTarget ) : void
SetProbabilityOfRanged ( int index, float distanceToTarget ) : void
SortAttacksByProbability ( ) : void
WaitForAttackToFinish ( float time, bool ranged, string name, float split ) : IEnumerator

Method Details

AddPhaseAttacks() public method

public AddPhaseAttacks ( DarkGodStateMachine phase ) : void
phase DarkGodStateMachine
return void

AttackPlayer() public method

public AttackPlayer ( float distanceToTarget ) : void
distanceToTarget float
return void

CheckListOrder() public method

public CheckListOrder ( ) : void
return void

GetBossHealth() public method

public GetBossHealth ( ) : float
return float

HealHealth() public method

public HealHealth ( ) : void
return void

OnCollisionEnter() public method

public OnCollisionEnter ( Collision collision ) : void
collision Collision
return void

Start() public method

public Start ( ) : void
return void

StopHealing() public method

public StopHealing ( ) : void
return void

Update() public method

public Update ( ) : void
return void

Property Details

MeleeDamageDeltToPlayer public_oe property

public float MeleeDamageDeltToPlayer
return float

aoeBaseProbability public_oe property

public float aoeBaseProbability
return float

aoeKnockback public_oe property

public float aoeKnockback
return float

bossStartingHealth public_oe property

public float bossStartingHealth
return float

bulletDamage public_oe property

public float bulletDamage
return float

clawBaseProbability public_oe property

public float clawBaseProbability
return float

healAmount public_oe property

public float healAmount
return float

healInterval public_oe property

public float healInterval
return float

inAttack public_oe property

public bool inAttack
return bool

petrificationBaseProbability public_oe property

public float petrificationBaseProbability
return float

petrificationObject public_oe property

public GameObject petrificationObject
return GameObject

rangedBaseProbability public_oe property

public float rangedBaseProbability
return float

rangedObject public_oe property

public GameObject rangedObject
return GameObject