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BomberUnits
...a Unity learning project
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Provides the 'Explodeable' attribute to game objects, giving them Explode() method. More...
Inheritance diagram for Explodeable:
Collaboration diagram for Explodeable:Classes | |
| class | Damage |
Public Member Functions | |
| void | Explode (int gridRange, bool isCharged) |
| void | ExplodeGrid (Tile origin, int gridRange) |
| The standard explosion of a bomb has the shape of a hor and vert cross with a given range. More... | |
| void | ExplodeSphere (float range) |
| This range-based explosion effect can be used for testing, as well as for explosions not happending on a tile as a fallback. More... | |
Public Attributes | |
| Damage | damage |
| ParticleSystem | coreExplosionEffect |
| ParticleSystem | coreExplosionEffectBIG |
| ParticleSystem | subExplosionEffect |
| int | bigExplMinRange = 5 |
| Governs after which range the big core explosion is used. | |
| int | explosionForce = 2 |
| TODO: this is shit. how should the force be calculated really? | |
| float | backupSphereRange = 1.0f |
Private Member Functions | |
| void | InstantiateCoreEffect (float range) |
| Depending on the range, a more epic effect is displayed: | |
Provides the 'Explodeable' attribute to game objects, giving them Explode() method.
Definition at line 10 of file Explodeable.cs.
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inline |
Explodeables have to be local it seems...TODO: this is a problem!
Definition at line 37 of file Explodeable.cs.
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inline |
The standard explosion of a bomb has the shape of a hor and vert cross with a given range.
For this explosion type, there has to be a tile underneath!
Definition at line 60 of file Explodeable.cs.
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inline |
This range-based explosion effect can be used for testing, as well as for explosions not happending on a tile as a fallback.
Definition at line 99 of file Explodeable.cs.