MF_B_Projectile : MF_AbstractMunition
A simple rigidbody projectile. Will use raycast to check path ahead for a hit based on velocity to compensate for fast speeds that would otherwise skip over a target. This projectile itself does not use a collider, so this is the only type of collision detected.
When a collider is hit, it will search up the target’s tree looking for an MF_AbstractStats script. If one is found, it will apply damage, using DoDamage( damage );
Inherited Variables
deathDuration, stage, duration, monitor, poolRefScript, fxScript, damageID, startTime
monitor will be the percent of time past before expiration. ( Time.time - startTime ) / duration
Inherited Methods
DoDeath(), DoDeathEnd(), FxFinished(), DoDestroy()
Public Variables
faceVelocity : bool
If true, the projectile transform rotation will always face the direction of velocity.
damage : float
Amount of damage this projectile does when hitting a collider.
damageRadius : float
When a hit is made, will check for other colliders within damageRadius. Colliders not blocked by other colliders will also get damage applied, but a single status script will not be damaged more than once.
A simple rigidbody projectile. Will use raycast to check path ahead for a hit based on velocity to compensate for fast speeds that would otherwise skip over a target. This projectile itself does not use a collider, so this is the only type of collision detected.
When a collider is hit, it will search up the target’s tree looking for an MF_AbstractStats script. If one is found, it will apply damage, using DoDamage( damage );
Inherited Variables
deathDuration, stage, duration, monitor, poolRefScript, fxScript, damageID, startTime
monitor will be the percent of time past before expiration. ( Time.time - startTime ) / duration
Inherited Methods
DoDeath(), DoDeathEnd(), FxFinished(), DoDestroy()
Public Variables
faceVelocity : bool
If true, the projectile transform rotation will always face the direction of velocity.
damage : float
Amount of damage this projectile does when hitting a collider.
damageRadius : float
When a hit is made, will check for other colliders within damageRadius. Colliders not blocked by other colliders will also get damage applied, but a single status script will not be damaged more than once.