Power up controller used to spawn and manage the CoopMiniCannons.
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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Power up controller used to spawn and manage the CoopMiniCannons.
◆ ChildAwake()
override void CoopMiniShooterController.ChildAwake |
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protectedvirtual |
Allows for implementations to initialize references before use.
Implements CoopPlayerPowerUp.
◆ ChildDespawnPowerUp()
override void CoopMiniShooterController.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 CoopMiniShooterController.ChildFixedUpdate |
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protectedvirtual |
◆ ChildInit()
override void CoopMiniShooterController.ChildInit |
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protectedvirtual |
Allows for implementations to initialize variables before use.
Implements CoopPlayerPowerUp.
◆ ChildTriggerPowerUp()
override void CoopMiniShooterController.ChildTriggerPowerUp |
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protectedvirtual |
Method called when the player has activated the power up.
Implements CoopPlayerPowerUp.
◆ GetMaxTime()
override float CoopMiniShooterController.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 CoopMiniShooterController.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.
◆ maxAliveTime
float CoopMiniShooterController.maxAliveTime |
The total amount of time the power up should stay active.
◆ miniBallPrefab
The bullet that should be spanned from the cannons.
◆ miniCannons
The cannons that should be spawned when the power up is triggerd. Index 0 is the player on the left, index 1 is the player on the right.
◆ shockwavePrefab
Shockwave CoopMiniShooterController.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.
◆ timeBetweenBullets
float CoopMiniShooterController.timeBetweenBullets |
The delay before the next bullets are fired.
The documentation for this class was generated from the following file: