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DoopelPonger
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Parent level class for bullets that fly through the game. More...


Public Member Functions | |
| void | Awake () |
| void | Start () |
| void | Init () |
| void | FixedUpdate () |
| void | OnCollisionEnter2D (Collision2D collision) |
| void | PlayHitParticle () |
| Force the ball to play the particle used when the ball hits a player. Used in cases where an external collision wants to destroy the ball, like hitting the player's shield. More... | |
| void | ReturnBallMovement () |
| Force the ball to return the movement controller to the object pooler. Used in cases where an external collision wants to destroy the ball, like hitting the player's shield. More... | |
Public Attributes | |
| Color | particleColor |
| CoopBallMovement | ballMovement |
| float | verticalRatio = .8f |
| float | verticalChangeRate = .5f |
| CoopBallHitParticle | hitParticleSystem |
Protected Member Functions | |
| delegate bool | PlayerHitAction (CoopPlayer player) |
| abstract void | OnAwake () |
| Called when the child class should initialize any class level references. More... | |
| abstract void | OnInit () |
| Called when the child class should initialize any class level values. More... | |
| void | DoNothing () |
| Used by the fixedUpdateAction when nothing should be done during the fixed update tick. More... | |
| bool | DoNothingAction (CoopPlayer player) |
| Do nothng special when the ball hits the player and always destroy the ball. More... | |
Protected Attributes | |
| CoopObjectPooler | objectPooler |
| CommonDelegates.FixedUpdateAction | fixedUpdateAction |
| PlayerHitAction | playerHitAction |
Parent level class for bullets that fly through the game.
| void CoopBall.Awake | ( | ) |
Initialize the data needed by the CoopBall
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protected |
Used by the fixedUpdateAction when nothing should be done during the fixed update tick.
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protected |
Do nothng special when the ball hits the player and always destroy the ball.
| player | The player that was hit by this object. |
| void CoopBall.FixedUpdate | ( | ) |
Move the ball in the game world.
| void CoopBall.Init | ( | ) |
Initialize the variables needed by the CoopBall after it has been returned from the object pooler.
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protectedpure virtual |
Called when the child class should initialize any class level references.
Implemented in CoopBallSplitter, CoopGoodBall, and CoopBadBall.
| void CoopBall.OnCollisionEnter2D | ( | Collision2D | collision | ) |
Unity says there's a collision, check if it's with a player and do the appropiate actions.
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protectedpure virtual |
Called when the child class should initialize any class level values.
Implemented in CoopBallSplitter, CoopGoodBall, and CoopBadBall.
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protected |
Method to call when the player has been hit.
| player | The player that was hit by the ball. |
| void CoopBall.PlayHitParticle | ( | ) |
Force the ball to play the particle used when the ball hits a player. Used in cases where an external collision wants to destroy the ball, like hitting the player's shield.
| void CoopBall.ReturnBallMovement | ( | ) |
Force the ball to return the movement controller to the object pooler. Used in cases where an external collision wants to destroy the ball, like hitting the player's shield.
| void CoopBall.Start | ( | ) |
Makes sure the Init method has been called before the first Update tick.
| CoopBallMovement CoopBall.ballMovement |
How the ball should move through the level.
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protected |
Function pointer for the action that should happen in the FixedUpdate.
| CoopBallHitParticle CoopBall.hitParticleSystem |
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protected |
| Color CoopBall.particleColor |
Color that the particle system should emit when the ball is despawned.
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protected |
Function pointer for the action that should happen when a player gets hit.
| float CoopBall.verticalChangeRate = .5f |
The amount of velocity to add on the x axis if the ball is moving too much on the y axis.
| float CoopBall.verticalRatio = .8f |
We don't want the ball to move vertical, since it will never get to the player. So we look at the ratio of velocity.y/velocity.x and if that ratio is greater than this ratio, then nudge the ball closer to the x direction.
1.8.14