A raycast attack from the player. A ray is fired from the end of a barrel and tries to find something to hit. If Schmitty Doop is hit, then damage is applied. If a player is found, then a charge is applied.
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void | Awake () |
| Initialize the references needed by the laser. More...
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void | FireLaser () |
| Method to start the process of firing the laser. Once this method is called, the laser will be in fully automatic, always firing at the attackInterval rate until StopLaser is called. More...
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void | StopLaser () |
| Stop the laser from firing and being drawn on the screen. More...
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void | FixedUpdate () |
| Fire the laser, or wait until it is time to fire again. More...
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A raycast attack from the player. A ray is fired from the end of a barrel and tries to find something to hit. If Schmitty Doop is hit, then damage is applied. If a player is found, then a charge is applied.
◆ Awake()
void CoopPlayerLaser.Awake |
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Initialize the references needed by the laser.
◆ FireLaser()
void CoopPlayerLaser.FireLaser |
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Method to start the process of firing the laser. Once this method is called, the laser will be in fully automatic, always firing at the attackInterval rate until StopLaser is called.
◆ FixedUpdate()
void CoopPlayerLaser.FixedUpdate |
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Fire the laser, or wait until it is time to fire again.
◆ StopLaser()
void CoopPlayerLaser.StopLaser |
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Stop the laser from firing and being drawn on the screen.
◆ animator
◆ attackInterval
float CoopPlayerLaser.attackInterval |
The delay between firing the raycast and looking for targets to hit.
◆ chargeAmountMultiplier
float CoopPlayerLaser.chargeAmountMultiplier |
◆ damageMultiplier
float CoopPlayerLaser.damageMultiplier |
◆ laserDirectionMultiplier
int CoopPlayerLaser.laserDirectionMultiplier |
◆ laserHitParticlePrefab
◆ laserOnScreenTime
float CoopPlayerLaser.laserOnScreenTime |
The raycast to check for targets is only one frame long, but drawing the laser should be longer so that the player can actually see the attack. This is the amount of time the line renderer should stay active on the screen.
◆ layerMask
LayerMask CoopPlayerLaser.layerMask |
The layers to look for when raycasting.
◆ length
float CoopPlayerLaser.length |
The max length to fire the laser.
◆ numberOfPoints
int CoopPlayerLaser.numberOfPoints |
The number of points in the line renderer. More than two points are used to make the laser look more shaky, rather than a true laser being just two points.
◆ width
float CoopPlayerLaser.width |
The width of the laser, Used to draw the laser not for ray casting.
The documentation for this class was generated from the following file: