Energy Based Objects
2.01
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Pushes Rigidbodies and Bullets. More...
Public Member Functions | |
void | Push () |
Adds force to the projectiles that have a Rigidbody or Bullet component. | |
void | ClearProjectiles () |
Resets the pushProjectiles array. | |
Public Attributes | |
GameObject[] | pushProjectiles |
These can be set manually from another script or from the inspector. | |
Vector3 | force = Vector3.forward |
The amount of force used to push the projectiles in the direction of this object (Force direction is local to this object) | |
Vector3 | randomForce |
Random force applied to force (Random force is local to this object) | |
ForceMode | forceMode = ForceMode.Acceleration |
The force mode that will be used to push the projectiles. | |
bool | multiplyDeltaTime |
Multiplies the force by Time.deltaTime. Use this if you are using the force modes Force and Acceleration. | |
bool | useForceCurve |
Use the forceCurve to decide how much power should be applied at certain distances. | |
AnimationCurve | forceCurve = new AnimationCurve(new Keyframe(0, 1), new Keyframe(1, 1)) |
X = Distance, Y = Power Multiplier. | |
bool | pushAtWorldPoint |
Use AddForceAtPosition using worldPushPoint as the position to push. | |
Vector3 | worldPushPoint |
Push rigidbodies at this position with AddForceAtPosition. | |
bool | useExplosionForce |
Use Rigidbody.AddExplosionForce. This setting does not effect the Bullet component. | |
bool | implosion |
Reverse the explosion force. | |
float | explosionRadius = Mathf.Infinity |
The radius of the explosion. | |
bool | notKinematicOnShoot |
isKinematic is turned off on projectiles when this weapon is shot | |
bool | unparentOnShoot |
Unparent the projectiles when this weapon is shot. |
Pushes Rigidbodies and Bullets.
void ClearProjectiles | ( | ) |
Resets the pushProjectiles array.
void Push | ( | ) |
Adds force to the projectiles that have a Rigidbody or Bullet component.
float explosionRadius = Mathf.Infinity |
The radius of the explosion.
Vector3 force = Vector3.forward |
The amount of force used to push the projectiles in the direction of this object (Force direction is local to this object)
AnimationCurve forceCurve = new AnimationCurve(new Keyframe(0, 1), new Keyframe(1, 1)) |
X = Distance, Y = Power Multiplier.
ForceMode forceMode = ForceMode.Acceleration |
The force mode that will be used to push the projectiles.
bool implosion |
Reverse the explosion force.
bool multiplyDeltaTime |
Multiplies the force by Time.deltaTime. Use this if you are using the force modes Force and Acceleration.
bool notKinematicOnShoot |
isKinematic is turned off on projectiles when this weapon is shot
bool pushAtWorldPoint |
Use AddForceAtPosition using worldPushPoint as the position to push.
GameObject [] pushProjectiles |
These can be set manually from another script or from the inspector.
Vector3 randomForce |
Random force applied to force (Random force is local to this object)
bool unparentOnShoot |
Unparent the projectiles when this weapon is shot.
bool useExplosionForce |
Use Rigidbody.AddExplosionForce. This setting does not effect the Bullet component.
bool useForceCurve |
Use the forceCurve to decide how much power should be applied at certain distances.
Vector3 worldPushPoint |
Push rigidbodies at this position with AddForceAtPosition.