Property | Type | Description | |
---|---|---|---|
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 |
Method | Description | |
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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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Method | Description | |
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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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protected ApplyDamage ( Thing hitThing ) : void | ||
hitThing | Thing | |
return | void |
protected DetermineImpactExactPosition ( ) : void | ||
return | void |
public GetPostFiringDrawingParameters ( ) : void | ||
return | void |
public GetPreFiringDrawingParameters ( ) : void | ||
return | void |
public Matrix4x4,UnityEngine drawingMatrix | ||
return |
public Material,UnityEngine drawingTexture | ||
return |
public Material,UnityEngine postFiringTexture | ||
return |
public Material,UnityEngine preFiringTexture | ||
return |