Power up that, as you would guess by the name, fires out of the player and then returns before any more charge can be collected.
More...
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void | Awake () |
| Initialize references needed by the boomerang. More...
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void | Init () |
| Initialize all variables of the boomerang before being used. More...
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void | ThrowBoomerang () |
| Launch the boomerang! (Player activated the power up). More...
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void | Despawn (System.Action despawnFinishedAction) |
| For the boomerang to be destroy. An example of this use case is the boomerang is flying and then the player decides to go back to the main menu. More...
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void | FixedUpdate () |
| Move the boomerang and apply damage/charge if the boomerang hits an object. More...
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void | SchmittyDoopTriggerEnter (CoopSchmittyDoop schmittyDoop) |
| The boomerang has hit Schmitty Doop and should start applying damage. More...
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void | SchmittyDoopTriggerExit () |
| The boomerang is no longer hitting Schmitty Doop and should not apply damage. More...
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void | PlayerTriggerEnter (CoopPlayer player) |
| The boomerang has hit the player. If the player is the player that threw the boomerang, then trigger the returning function. Else give charge to the player and return the boomerang back to sender. More...
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Power up that, as you would guess by the name, fires out of the player and then returns before any more charge can be collected.
◆ Awake()
void CoopBoomerang.Awake |
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Initialize references needed by the boomerang.
◆ Despawn()
void CoopBoomerang.Despawn |
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System.Action |
despawnFinishedAction | ) |
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For the boomerang to be destroy. An example of this use case is the boomerang is flying and then the player decides to go back to the main menu.
◆ FixedUpdate()
void CoopBoomerang.FixedUpdate |
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Move the boomerang and apply damage/charge if the boomerang hits an object.
◆ Init()
void CoopBoomerang.Init |
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Initialize all variables of the boomerang before being used.
◆ PlayerTriggerEnter()
void CoopBoomerang.PlayerTriggerEnter |
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CoopPlayer |
player | ) |
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The boomerang has hit the player. If the player is the player that threw the boomerang, then trigger the returning function. Else give charge to the player and return the boomerang back to sender.
◆ SchmittyDoopTriggerEnter()
The boomerang has hit Schmitty Doop and should start applying damage.
◆ SchmittyDoopTriggerExit()
void CoopBoomerang.SchmittyDoopTriggerExit |
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The boomerang is no longer hitting Schmitty Doop and should not apply damage.
◆ ThrowBoomerang()
void CoopBoomerang.ThrowBoomerang |
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Launch the boomerang! (Player activated the power up).
◆ animator
◆ chargeAmountMultiplier
float CoopBoomerang.chargeAmountMultiplier |
The amount of charge to give to the other player if the boomerang hits a player.
◆ controller
The controller that spawned the boomerang.
◆ damageMultiplier
float CoopBoomerang.damageMultiplier |
How much hurt should be brought down on Schmitty Doop when hit by the boomerang.
◆ delayBetweenHits
float CoopBoomerang.delayBetweenHits |
The wait time before Schmitty Doop can take damage again from the boomerang.
◆ playerNumber
int CoopBoomerang.playerNumber |
The player number that launched the boomerang.
◆ returnTransform
Transform CoopBoomerang.returnTransform |
The transform to return to after a player was hit or the target position was reached. (It is the player that launched the boomerang)
◆ rotationalVelocity
float CoopBoomerang.rotationalVelocity |
How fast the boomerang should spin when traveling.
◆ targetPosition
Vector2 CoopBoomerang.targetPosition |
The position the boomerang should fly to.
◆ timeToMaxReturnSpeed
float CoopBoomerang.timeToMaxReturnSpeed |
Once the boomerang has reaced the targetPosition, it needs to return to the player. When it returns the speed goes from 0 to the max speed. This is the amount of time it takes to get to the max speed when returning.
◆ timeToTargetPosition
float CoopBoomerang.timeToTargetPosition |
How long it should take to reach the target position.
◆ waitBeforeTriggerIsActive
float CoopBoomerang.waitBeforeTriggerIsActive |
As a jank solution, I add a very small delay when the player fires the boomerang so that the player firing the boomerang isn't detected as a collision in the first few frames after the throw.
The documentation for this class was generated from the following file: