Implementation of the CoopPlayerPowerUp that spawns the homing missile cannons and fires the homing missiles as the power up.
More...
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override void | ChildAwake () |
| Allows for implementations to initialize references before use. More...
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override void | ChildDespawnPowerUp (bool rightNow) |
| The class needs to clean up everything because the power up is not going to be used anymore. More...
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override void | ChildFixedUpdate () |
| Method called during the fixed update tick. More...
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override void | ChildInit () |
| Allows for implementations to initialize variables before use. More...
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override void | ChildTriggerPowerUp () |
| Method called when the player has activated the power up. More...
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override float | GetMaxTime () |
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override void | TimeUp () |
| The maxTime of the power up has been reached and the child should despawn the power up. More...
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void | PowerUpFinished () |
| Available for children to call if they want to power up to end right now. More...
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void | DestroyPowerUp () |
| Available for children to call if they want to power up to end right now without any norifications to other systems. More...
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Implementation of the CoopPlayerPowerUp that spawns the homing missile cannons and fires the homing missiles as the power up.
◆ ChildAwake()
override void CoopHomingMissileController.ChildAwake |
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protectedvirtual |
Allows for implementations to initialize references before use.
Implements CoopPlayerPowerUp.
◆ ChildDespawnPowerUp()
override void CoopHomingMissileController.ChildDespawnPowerUp |
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bool |
rightNow | ) |
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protectedvirtual |
The class needs to clean up everything because the power up is not going to be used anymore.
- Parameters
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rightNow | Used to also tell the power up to destory itself immediately. As of right now, this use case isn't actually used. |
Implements CoopPlayerPowerUp.
◆ ChildFixedUpdate()
override void CoopHomingMissileController.ChildFixedUpdate |
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protectedvirtual |
◆ ChildInit()
override void CoopHomingMissileController.ChildInit |
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protectedvirtual |
Allows for implementations to initialize variables before use.
Implements CoopPlayerPowerUp.
◆ ChildTriggerPowerUp()
override void CoopHomingMissileController.ChildTriggerPowerUp |
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protectedvirtual |
Method called when the player has activated the power up.
Implements CoopPlayerPowerUp.
◆ GetMaxTime()
override float CoopHomingMissileController.GetMaxTime |
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protectedvirtual |
- Returns
- The total amount of time the power up should stay alive before being deactivated.
Implements CoopPlayerPowerUp.
◆ TimeUp()
override void CoopHomingMissileController.TimeUp |
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protectedvirtual |
The maxTime of the power up has been reached and the child should despawn the power up.
Implements CoopPlayerPowerUp.
◆ cannonsPrefab
CoopCannons [] CoopHomingMissileController.cannonsPrefab |
The cannon objects that should be spawned when the power up is triggered. Index 0 is for the player on the left, index 1 is for the player on the right.
◆ homingMissilePrefab
The bullet fired out of the cannons.
◆ maxTimeAlive
float CoopHomingMissileController.maxTimeAlive |
The amount of time the power up should be active.
◆ missileRate
float CoopHomingMissileController.missileRate |
The wait time between firing a new missile.
◆ shockwavePrefab
Shockwave CoopHomingMissileController.shockwavePrefab |
The shockwave is a small shader effect that spawns at the same time as the bullet. It doesn't look very good. But I kept it because I wrote it.
The documentation for this class was generated from the following file: