public class ProjectileLauncherBehaviour

Inherits MonoBehaviour, Messages.IUse

One of the first behaviours in the game, which explains the odd naming conventions. The behaviour launches a projectile on activation.

Fields

public Vector2 barrelPosition

Local barrel position


public Vector2 barrelDirection

Local barrel direction. Usually (1, 0, 0)


public GameObject projectilePrefab

[SkipSerialisation]

Reference to the prefab that is to be launched. Can be null if projectileAsset is set to some asset


public GameObject muzzleFlashPrefab

[SkipSerialisation]

The effect to spawn when activated. Can be null


public SpawnableAsset projectileAsset

[SkipSerialisation]

Reference to the asset that is to be launched. Can be null if projectileAsset is set to some prefab


public bool IsAutomatic

Does it fire automatically?


public float AutomaticInterval

How much time there is between shots if the launcher is automatic


public float projectileLaunchStrength

The amount of force to launch with


public float recoilMultiplier

The amount of recoil


public AudioClip launchSound

[SkipSerialisation]

Reference to the audio clip that is played when something is launched. Can be null if LaunchClips is populated


public AudioClip[] LaunchClips

[SkipSerialisation]

An array of audio clips that are played randomly when something is launched. Can be null or empty if launchSound is set


public AudioSource launchAudioSource

[SkipSerialisation]

Reference to the audio source that plays the noises. The sound is played from the PhysicalBehaviour if this is null, which is usually fine.


public float ScreenShake

Amount of screenshake when something is launched


public bool ShouldPutProjectileInOtherLayer

Should the projectile be put on a different layer when created?


public int LayerToPutProjectileOn

[Layer] [ShowIf(nameof(ShouldPutProjectileInOtherLayer))]

The layer to put the projectile on if ShouldPutProjectileInOtherLayer is set to true


public UnityEngine.Events.UnityEvent OnLaunchEvent

[SkipSerialisation]

Unity event that is invoked when something is launched.


public bool RemoveLaunchedObjectsWithMe

Should the behaviour destroy all launched objects when it itself is destroyed?


Methods

public void Use(ActivationPropagation activation)

No description provided


public void Launch()

Launch the projectile


public Vector2 GetBarrelPosition()

Get the barrel position in global space


public Vector2 GetBarrelDirection()

Get the barrel direction is global space


Attention!

This member is obsolete and should not be used. It is a remnant from the past.

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