Projectile Spawner Code
v1.0
Like most of the classes in Projectile Factory, the ProjectileSpawner
class is extensible, with most properties and methods virtual
.
This means you can create your own custom ProjectileSpawner
class to override the methods, and add new logic specific to your game and requirements.
Properties
The ProjectileSpawner
has a number of (mostly virtual
) properties ready to be used.
Notable Methods
Check the class itself for all the methods. I'll cover the most interesting ones here.
StopProjectile()
Call this to stop the current projectile being spawned. This also invokes
the OnProjectileStopped
event.
In the demo scene, the TryStopShooting()
method on DemoController.cs
calls this method to stop the projectiles that repeat, such as the machine gun.
SpawnProjectile()
Call this to spawn the projectile.
The demo scene DemoController.cs
calls this from the TryShoot()
method.
Toggle and Set Show Trajectory
ToggleAlwaysShowTrajectory()
and ToggleShowTrajectory()
will both toggle those values.
SetAlwaysShowTrajectory()
and SetShowTrajectory()
will set those true or false to the value you provide.
Previous and Next Projectile
The NextProjectile()
and PreviousProjectile()
methods can be used to cycle through the available Projectiles in the List
.
Set Projectile
There are two SetProjectile()
methods. One takes in the index of the projectile, the other takes in a Projectile
GameObject
, and if found in the list, will set the active Projectile to the one that matches.
AddToCollisionMask() and RemoveFromCollisionMask
Pass a LayerMask
into these methods to either Add
or Remove
those values.
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