79 lines
2.6 KiB
Plaintext
79 lines
2.6 KiB
Plaintext
URL: https://wiki.studiominus.nl/internalReference/ProjectileLauncherBehaviour.html
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Title: People Playground Modding - ProjectileLauncherBehaviour
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==================================================
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public class ProjectileLauncherBehaviour
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Inherits MonoBehaviour, Messages.IUse
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One of the first behaviours in the game, which explains the odd naming conventions. The behaviour launches a projectile on activation.
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Fields
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public Vector2 barrelPosition
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Local barrel position
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public Vector2 barrelDirection
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Local barrel direction. Usually (1, 0, 0)
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public GameObject projectilePrefab
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[SkipSerialisation]
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Reference to the prefab that is to be launched. Can be null if projectileAsset is set to some asset
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public GameObject muzzleFlashPrefab
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[SkipSerialisation]
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The effect to spawn when activated. Can be null
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public SpawnableAsset projectileAsset
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[SkipSerialisation]
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Reference to the asset that is to be launched. Can be null if projectileAsset is set to some prefab
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public bool IsAutomatic
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Does it fire automatically?
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public float AutomaticInterval
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How much time there is between shots if the launcher is automatic
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public float projectileLaunchStrength
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The amount of force to launch with
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public float recoilMultiplier
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The amount of recoil
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public AudioClip launchSound
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[SkipSerialisation]
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Reference to the audio clip that is played when something is launched. Can be null if LaunchClips is populated
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public AudioClip[] LaunchClips
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[SkipSerialisation]
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An array of audio clips that are played randomly when something is launched. Can be null or empty if launchSound is set
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public AudioSource launchAudioSource
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[SkipSerialisation]
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Reference to the audio source that plays the noises. The sound is played from the PhysicalBehaviour if this is null, which is usually fine.
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public float ScreenShake
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Amount of screenshake when something is launched
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public bool ShouldPutProjectileInOtherLayer
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Should the projectile be put on a different layer when created?
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public int LayerToPutProjectileOn
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[Layer] [ShowIf(nameof(ShouldPutProjectileInOtherLayer))]
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The layer to put the projectile on if ShouldPutProjectileInOtherLayer is set to true
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public UnityEngine.Events.UnityEvent OnLaunchEvent
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[SkipSerialisation]
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Unity event that is invoked when something is launched.
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public bool RemoveLaunchedObjectsWithMe
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Should the behaviour destroy all launched objects when it itself is destroyed?
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Methods
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public void Use(ActivationPropagation activation)
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No description provided
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public void Launch()
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Launch the projectile
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public Vector2 GetBarrelPosition()
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Get the barrel position in global space
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public Vector2 GetBarrelDirection()
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Get the barrel direction is global space |