|
| override bool | CanBeRepairedBy (GameUnit unit) |
| | Whether the unit can be repaired by the targeted unit. More...
|
| |
| void | Init () |
| | Initialize the ship and attach all the expected scripts. More...
|
| |
| void | UpdateFactionColors () |
| | Update the unit's pennant color. More...
|
| |
| void | UpdateCustomColors () |
| | Update the player's colors. More...
|
| |
| override bool | CanBeRepairedBy (GameUnit unit) |
| | Whether the unit can be repaired by the targeted unit. More...
|
| |
| override void | RepairTick (GameUnit source) |
| | Perform a single repair tick on this unit. More...
|
| |
| override void | ForceBrake () |
| | Force-brake. Useful if you want the vehicle to slow down. More...
|
| |
| override void | AdjustHP (float primary, float secondary=0f, GameUnit source=null, float threshold=1f) |
| | Adjust the unit's hit points by the specified value. More...
|
| |
| void | InvalidateLoot () |
| | Used to invalidate loot eligibility. More...
|
| |
| void | UpdateStatsAndTalents () |
| | Equip all of the player's items. More...
|
| |
| void | SetStats (DataNode ship, System.Collections.Generic.List< NamedInt > bonusStats=null, int level=0) |
| | Convenience function that sets the ship's stats, given the ship's data and bonus stats. More...
|
| |
| float | SteerTowards (Vector3 target) |
| | Steer the ship toward the specified target. More...
|
| |
| float | SteerAndMoveTowards (Vector3 target) |
| | Steer the ship toward the specified target, accelerating or slowing down as necessary. More...
|
| |
| override void | AddExplosionForce (float force, Vector3 pos, float forceRadius) |
| | Add an explosion force. More...
|
| |
| GameShip | FindClosest (float maxDistance=100f) |
| | Find the closest ship to this one. More...
|
| |
| GameShip | FindClosest (Vector3 pos, float maxDistance, GameConfig.Reaction reaction) |
| | Find the closest ship to this one. More...
|
| |
| void | Teleport (Vector3 pos) |
| | Teleport the ship to the specified position. More...
|
| |
| void | Teleport (Vector3 pos, Quaternion rot) |
| | Teleport the ship to the specified position and rotation. More...
|
| |
| void | Teleport (Vector3 pos, Quaternion rot, Vector3 vel) |
| | Teleport the ship to the specified position, rotation and velocity. More...
|
| |
| void | Teleport (Vector3 pos, Quaternion rot, Vector3 vel, Vector3 angVel) |
| | Teleport the ship to the specified position, rotation and velocity. More...
|
| |
| void | Sync () |
| | Immediately synchronize the vehicle's position, rotation and velocity. More...
|
| |
| void | Explode () |
| | Explode the vehicle. More...
|
| |
| void | Explode (float force, float forceRadius, bool affectSelf) |
| | Explode the vehicle. More...
|
| |
| void | AddExplosionForce (Vector3 pos, float hitRadius, float force, float forceRadius, bool affectSelf) |
| | Create an explosion at the specified location. More...
|
| |
| void | Respawn (Vector3 pos, Quaternion rot) |
| | Respawn the vehicle. More...
|
| |
| delegate void | UnitCallback (GameUnit unit) |
| |
| bool | HasBuff< T > () |
| | Whether the unit has the specified buff active on it. http://issuetracker.unity3d.com/issues/excessive-garbage-generated-when-accessing-a-non-existent-component More...
|
| |
| T | GetBuff< T > (bool createIfMissing=false) |
| | Get the specified buff on the unit. Returns 'null' if the buff is not present. More...
|
| |
| void | RegisterBuff (System.Type t) |
| | Register a buff. Should be called from Buff's OnEnable. More...
|
| |
| void | UnregisterBuff (System.Type t) |
| | Unregister a buff. Should be called from Buff's OnDisable. More...
|
| |
| bool | HasFactionNearby (int faction) |
| | Whether this unit has specified faction near it. More...
|
| |
| bool | CanApplyDamage (GameUnit source) |
| | Whether we can apply damage to this unit. More...
|
| |
| void | IncreaseKillCount (GameUnit kill) |
| | Increase the number of kills by one. More...
|
| |
| void | ResetKillCount () |
| | Reset the number of kills back to zero. More...
|
| |
| bool | InProximityTo (GameUnit unit) |
| | Whether this unit is in proximity to the specified one. More...
|
| |
| void | ChangeFaction (int id) |
| | Change the unit's faction – for example when capturing a building. More...
|
| |
| void | AwardXPToEnemies (float experience, int rep=0) |
| | Award the specified amount of experience to enemies around the unit. More...
|
| |
| float | DiluteExp (float experience) |
| | Helper function that dilutes the specified amount of experience based on how many friendly units are present. More...
|
| |
| Attachable | Attach (System.Type type, PlayerItem item) |
| | Attach a new attachment component of specified type or return an existing one. More...
|
| |
| Attachable | Attach (System.Type type, PlayerItem item, ref bool changed) |
| | Attach a new attachment component of specified type or return an existing one. More...
|
| |
| GameUnit | GetNearbyUnit (Vector3 dir, float maxAngle, float maxRange=100f, GameTarget.Snapping snap=GameTarget.Snapping.All) |
| | Find the optimal target within the unit's proximity range. More...
|
| |
| void | AddHudText (string message, Color color, float duration, bool localized=false) |
| | Add a new HUDText message above the unit. More...
|
| |
| int | GetStat (string statName, bool includeAdjustments=true) |
| | Get the specified stat. More...
|
| |
| void | SetStat (string statName, int value) |
| | Set the unit's specified base stat. Should only be used when setting NPC unit's base equipment stats. More...
|
| |
| void | AdjustStat (string statName, int value) |
| | Adjust the specified stat. Should be used by buffs. More...
|
| |
| void | AdjustBaseStat (string statName, int value) |
| | Adjust the specified base stat. Should only be used when setting NPC unit's base equipment stats. More...
|
| |
| float | GetTalentValue (string talentName, string fieldName) |
| | Convenience function that returns the unit's talent value for the specified talent. More...
|
| |
| float | GetTalentStrength (string talentName) |
| | Convenience function that returns the unit's talent strength value for the specified talent. More...
|
| |
| bool | GetTalentData (string talentName, out float strength, out float duration) |
| | Get the strength and duration associated with the specified talent. More...
|
| |
| void | AddBuff (string buffName, float duration) |
| | Add a new buff of specified type. Only use this function if this is a long-term buff. Don't use it for short-term effects, like auras. More...
|
| |
| void | AddBuff (string buffName, float strength, float duration) |
| | Add a new buff of specified type. Only use this function if this is a long-term buff. Don't use it for short-term effects, like auras. More...
|
| |
| void | RemoveAllBuffs () |
| | Remove the unit's buffs. More...
|
| |
| void | SetSkillCooldown (string skillName, float cooldown) |
| | Place the specified skill on a cooldown timer. More...
|
| |
| float | GetSkillCooldown (string skillName) |
| | Get the unit's remaining cooldown timer for the specified skill. This value is relative (0 to 1 range), where 1 means 100% remaining, and 0 means it's ready to be used again. More...
|
| |
| virtual void | DestroySelf () |
| | Destroy this game object. More...
|
| |
|
| Transform | offset |
| | Used to move the ship's renderers and colliders downwards when flying, in effect shifting the point around which it turns. More...
|
| |
| GameObject | extraExplosion |
| | Explosion prefab used when the hull hits something below. More...
|
| |
| float | forwardForce = 3f |
| | Used to drive the ship forward. More...
|
| |
| float | turnRate = 1f |
| | How quickly the vehicle is able to turn. More...
|
| |
| float | turnRatePenalty = 0.75f |
| | Lower speed penalizes the turn rate down to this percentage. More...
|
| |
| float | forwardTilt = 1f |
| | How much the ship will tilt when moving forward or back. More...
|
| |
| float | sidewaysTilt = 1f |
| | How much the ship will tilt when moving left or right. More...
|
| |
| AnimationCurve | windEffectCurve |
| | Effectiveness sails have on vehicle's movement. More...
|
| |
| GameObject[] | collidersToDisable |
| | List of objects to disable when the ship explodes. More...
|
| |
| Animation | deathAnimation |
| | Animation that plays when the ship gets destroyed. More...
|
| |
| GameObject | sinkingEffect |
| | Effect created at the ship's location when it begins to sink. More...
|
| |
| float | rammingSize = 1f |
| | Ship's size for ramming purposes. More...
|
| |
| float | clearance = -0.5f |
| | Depth required in order for this ship to pass. More...
|
| |
| float | turning = 1f |
| | Turning speed multiplier. For fine-tuning ships. More...
|
| |
| float | radius = 1.5f |
| | Ship's radius is used to calculate AoE damage. More...
|
| |
| PFObstacle | obstacle |
| | Obstacle used to block nodes as the ship moves. More...
|
| |
| Color | hullColor0 = new Color32(97, 67, 47, 255) |
| |
| Color | hullColor1 = new Color32(255, 178, 107, 255) |
| |
| Color | sailColor0 = Color.white |
| |
| Color | sailColor1 = new Color(0.5f, 0f, 0f) |
| |
| Color | pennantColor0 = new Color(1f, 0f, 0f) |
| |
| Color | pennantColor1 = new Color(0.35f, 0f, 0f) |
| |
| Color | pennantColor2 = Color.white |
| |
| Color | nameColor0 = Color.white |
| |
| Color | nameColor1 = Color.black |
| |
| string | symbolTex = "Lion" |
| |
| string | pennantTex = "Triangle" |
| |
| float | lastDockedTime = 0f |
| |
| Vector3 | collisionPoint |
| | Point of collision. Only valid if 'isReefed' is true. More...
|
| |
| Vector3 | collisionDirection |
| |
| float | windTiltStrength = 1f |
| | How much the wind affects the ship's center of mass. More...
|
| |
| GameTown | dockedTown |
| |
| float | engineTorque = 2000f |
| | Maximum torque applied to the wheels when accelerating. NOTE: The more the wheels weight, the more torque they need to get going. More...
|
| |
| float | brakeTorque = 1000f |
| | Torque applied to the wheels when slowing down. NOTE: The more the wheels weight, the more torque they need to stop. More...
|
| |
| AnimationCurve | torqueCurve |
| | Provide more torque at rest, and less torque when moving at full speed. More...
|
| |
| AnimationCurve | turnCurve |
| | Higher movement speed has the ability to penalize the turning rate in order to prevent rolling over. More...
|
| |
| float | maxRPM = 200f |
| | Engine's maximum rotations per minute. NOTE: Larger wheels allow for less RPM needed in order to move at the same speed. More...
|
| |
| Brake | brakeType = Brake.Manual |
| | Brake type on the vehicle. More...
|
| |
| const float | fullInterval = 3f |
| | How frequently the vehicle will synchronize its position, rotation and velocity, in seconds. More...
|
| |
| Transform | centerOfMass |
| | Center of mass, applied to the rigidbody after the wheels get added. More...
|
| |
| GameObject | explosionPrefab |
| | Prefab instantiated when the vehicle gets destroyed. More...
|
| |
| AudioSource | engineSound |
| | Audio source that's supposed to be playing the engine sound. More...
|
| |
| Vector2 | pitchRange = new Vector2(0.75f, 1.25f) |
| | How much pitch his allowed to change as the engine revvs up. More...
|
| |
| ParticleSystem[] | dustEmitters |
| | Particle system for dust trails. More...
|
| |
| GameObject[] | disableOnExplosion |
| | Children to deactivate when the vehicle explodes. More...
|
| |
| AnimationCurve | velocityDragCurve |
| | Rigidbody's drag can be adjusted by this curve, based on the direction of travel. 0 = forward, 0.5 = sideways, 1 = reverse. More...
|
| |
| float | destroyedVelDrag = 1f |
| | Penalty applied to drag when the vehicle has been destroyed. More...
|
| |
| float | destroyedAngDrag = 1f |
| | Penalty applied to angular drag when the vehicle has been destroyed. More...
|
| |
| GamePlayer | player |
| | Player that's currently controlling the unit. Should be set at the time of instantiation. More...
|
| |
| int | factionID = 0 |
| | ID of the faction this unit belongs to. More...
|
| |
| Transform | aimTarget |
| | Target that will be used for aiming. More...
|
| |
| ParticleSystem | hitEffect |
| | Particles to emit when hit by cannonballs. More...
|
| |
System.Collections.Generic.List
< NamedInt > | stats = new System.Collections.Generic.List<NamedInt>() |
| | Unit's full stats. More...
|
| |
System.Collections.Generic.List
< NamedInt > | baseStats = new System.Collections.Generic.List<NamedInt>() |
| |
System.Collections.Generic.List
< NamedInt > | buffStats = new System.Collections.Generic.List<NamedInt>() |
| |
| float | health = 1f |
| | The current condition of the hull in 0 to 1 range. More...
|
| |
| float | secondaryHealth = 1f |
| | The current condition of the sails for ships or construction for buildings in 0 to 1 range. More...
|
| |
| HUDText | hud |
| | Unit's associated HUD. Assigned via the UICreateHud script. More...
|
| |
|
| void | SetFlying (bool val) |
| |
| override void | FixedUpdate () |
| | Keep the ship up in the air as needed. More...
|
| |
| override void | OnUpdate () |
| | Disable emitters unless close to the water. More...
|
| |
| override void | OnCreateExplosion () |
| | Explosions differ whether it's in the air or not. More...
|
| |
| override void | PlayDeathAnimation (bool eligibleForItems) |
| | Play the appropriate death animation. More...
|
| |
| override void | OnCollisionEnter (Collision col) |
| | Explode the hull when it hits something. More...
|
| |
| void | ExtraExplosion () |
| | Extra explosion happens when the ship's hull hits the ground. More...
|
| |
| override void | SyncNow () |
| | Immediately synchronize the ship's position, rotation and velocity. More...
|
| |
| void | OnSyncShip (Vector3 pos, float angle, Vector3 vel, bool br) |
| |
| override void | Awake () |
| | Cache everything. More...
|
| |
| override void | OnEnable () |
| |
| override void | OnDisable () |
| |
| override void | OnStart () |
| | Initialize the ship if it hasn't been already. More...
|
| |
| void | OnSpawnHelp (int factionID, byte count) |
| |
| override void | OnFactionChanged () |
| | Change the pennant and name colors. More...
|
| |
| override void | UpdateMoveAxes () |
| | Only update the movement axes if the screen is visible. More...
|
| |
| override void | UpdateWheelEmitters () |
| | Update emitters associated with the ship's wheels. More...
|
| |
| override void | UpdateEmitters (bool enable, float alpha) |
| | Update all dust particle emitters. More...
|
| |
| override void | UpdateEngineSound () |
| | Update the sailing sound. More...
|
| |
| override void | OnFixedUpdate () |
| | Prevent the ship from going below the water line (avoids bugs). More...
|
| |
| void | TravelCheck () |
| | Exiting the region's bounds should let the player travel to the next one. More...
|
| |
| override void | SyncNow () |
| | Immediately synchronize the ship's position, rotation and velocity. More...
|
| |
| void | OnSyncShip (float x, float z, float angle, Vector3 vel, bool br) |
| |
| void | OnTriggerEnter (Collider col) |
| | Sail damage comes in the form of cannonballs hitting the Sail Triggers. More...
|
| |
| void | OnCollisionExit (Collision col) |
| | Remember when the ship gets reefed. More...
|
| |
| override void | FixedUpdate () |
| | Move the ship. More...
|
| |
| void | OnInval () |
| |
| override void | ShowDamage (float primary, float secondary) |
| | How the damage done to the ship. More...
|
| |
| override void | PlaceInCombat () |
| | Place the unit in combat after taking damage, but don't do it from being reefed. More...
|
| |
| override void | OnAdjustHP (float primary, float secondary) |
| | Adjust the unit's hit points. More...
|
| |
| override void | OnKillNotification () |
| | Inform the AI. More...
|
| |
| override void | OnDeath (Vehicle v) |
| | Play the death animation and queue other actions. More...
|
| |
| IEnumerator | DelayedDrop (PlayerItem item, float delay) |
| | Drop the specified item after a delay has passed. More...
|
| |
| override void | OnCreateExplosion () |
| | Create an explosion at the ship's location. More...
|
| |
| void | DamageNearbyShips (Vector3 myPos) |
| | Damage nearby ships and disable objects. More...
|
| |
| void | DisableObjectsOnExplosion () |
| | Disable objects that should be disabled on explosion. More...
|
| |
| IEnumerator | DelayedSplash () |
| | Create a big water splash off the side of the ship. More...
|
| |
| IEnumerator | DelayedDisable () |
| | Disable the colliders, letting other ships to pass through this one. More...
|
| |
| IEnumerator | DelayedLoot (bool eligibleForItems) |
| | Create loot where the ship was destroyed. More...
|
| |
| IEnumerator | DelayedDestroy () |
| | Destroy the object after the animation finishes. More...
|
| |
| override void | OnRespawn (Vehicle v) |
| | The ships are re-created. They don't respawn due to bugs with Unity's cloth. More...
|
| |
| override void | TurnInPlace (float turn) |
| | Turn the vehicle in place by the specified amount. More...
|
| |
| override void | OnStart () |
| | Called when the vehicle is starting up. More...
|
| |
| void | SetTO (float v0, float v1) |
| |
| void | AdvanceTime (float delta) |
| |
| override void | FixedUpdate () |
| | Update the physics and adjust the rigidbody's drag value. More...
|
| |
| override void | OnStart () |
| | Create the wheels and adjust the center of mass. More...
|
| |
| override void | OnUpdate () |
| | Update the engine sound based on how fast the tank is moving. More...
|
| |
| override void | UpdateMoveAxes () |
| | React to brake being pressed. More...
|
| |
| override void | OnFixedUpdate () |
| | Drive the car using physics. More...
|
| |
| void | CommonFixedUpdate () |
| | Drive the car using physics. More...
|
| |
| void | Start () |
| | Start the script and set the center of mass. More...
|
| |
| override void | Update () |
| | Update the movement values. More...
|
| |
| void | OnSetAxis (Vector2 left, Vector2 right, bool br) |
| |
| void | SetState (Vector3 pos, Quaternion rot, bool activeState) |
| | Kill the vehicle, optionally exploding it for the fun of it! More...
|
| |
| virtual bool | IsClose (Vector3 pos) |
| | Whether the specified position is close enough to not have to do a full teleport. More...
|
| |
| void | MoveLocal (Vector3 pos) |
| | Immediately move the vehicle to the specified position. More...
|
| |
| void | MoveLocal (Vector3 pos, Quaternion rot) |
| | Immediately move the vehicle to the specified position and rotation. More...
|
| |
| void | MoveLocal (Vector3 pos, Quaternion rot, Vector3 vel) |
| | Immediately move the vehicle to the specified position, rotation and velocity. More...
|
| |
| void | MoveLocal (Vector3 pos, Quaternion rot, Vector3 vel, Vector3 angVel) |
| | Immediately move the vehicle to the specified position, rotation and velocity. More...
|
| |
| void | OnSyncVehicle (Vector3 pos, Quaternion rot, Vector3 vel, Vector3 angVel) |
| |
| void | CreateExplosion () |
| |
| void | SetDisc (bool val) |
| |
| void | DiscoveryXP () |
| |
| virtual void | OnDiscover () |
| | What to do when the unit gets discovered by the player for the first time. More...
|
| |
| virtual void | OnDiscovered () |
| | Any and all actions to perform when discovered. More...
|
| |
| void | OnKillMsg (string victor, string victim) |
| |
| void | OnKill (bool victimWasAPlayer) |
| |
| void | OnClearKills () |
| |
| void | OnKillCount (int val) |
| |
| virtual void | OnFaction (int id) |
| | Remote function call triggered when the faction changes. More...
|
| |
| virtual void | AwardXP () |
| | Called when the unit dies. Should award experience to everyone around this unit. More...
|
| |
| void | AdjustRFC (float primary, float secondary, uint srcID, float threshold) |
| |
| void | OnSetHP (float a, float b) |
| |
| void | OnHT (string msg, Color col, float dur, bool loc) |
| |
| void | OnAddBuff (string buffName, float strength, float duration) |
| |
| void | SetBuffs (List< BuffEntry > buffs) |
| |
| void | OnRMB1 () |
| |
| void | OnRMB2 () |
| |
| void | SetFac0 () |
| |
| void | SetFac1 () |
| |
| void | SetFac2 () |
| |
| void | SetFac3 () |
| |
| void | SetFac4 () |
| |
| void | OnSetCD (string skillName, float cooldown) |
| |
|
| bool | isFlying [get, set] |
| | Air ship can rise up in to the air. More...
|
| |
| bool | canLand [get] |
| | Whether we can land here. More...
|
| |
| override float | effectiveClearance [get] |
| | Clearance the ship requires in order to pass. More...
|
| |
| float | hoveringHeight [get] |
| | 0 = in the water, 1 = 100% up in the air. More...
|
| |
| override float | sightRange [get] |
| | How close the units have to be before they enter this unit's range of sight. More...
|
| |
| override float | maximumSpeed [get] |
| | Ship must be up in the air for the full speed bonus. More...
|
| |
| override float | activeBrakeTorque [get] |
| | There is far less friction up in the air. More...
|
| |
| virtual float | effectiveClearance [get] |
| | Clearance the ship requires in order to pass. More...
|
| |
| override string | unitType [get] |
| | Unit type. More...
|
| |
| override string | mapIcon [get] |
| | Unit's icon when it shows up on the map. More...
|
| |
| int | maxSailHealth [get] |
| | Ship's maximum sail health. More...
|
| |
| override Visibility | mapVisibility [get] |
| | Whether the unit will show up on the map. More...
|
| |
| bool | isReefed [get] |
| | Whether the ship is currently reefed. More...
|
| |
| float | lastReefedTime [get] |
| | Last time the ship was reefed. More...
|
| |
| float | angle [get] |
| | The angle the ship is facing in (in degrees). More...
|
| |
| bool | isCameraTarget [get] |
| | Whether this ship is currently being followed. More...
|
| |
| override float | activeBrakeTorque [get] |
| | Water effectively provides a good amount of auto-braking force, but the force should be stronger if the brake button is held. More...
|
| |
| override float | maximumSpeed [get] |
| | Maximum possible horizontal velocity. Used by the Velocity Drag Curve. More...
|
| |
| override float | steeringWheelAngle [get] |
| | Effective wheel turning angle. More...
|
| |
| override float | stationaryTurning [get] |
| | How quickly the ship can rotate while standing still. More...
|
| |
| override bool | freezeWheelRotationInReverse [get] |
| | This is mainly a feature for ships. More...
|
| |
| override bool | flipTurningInReverse [get] |
| | We don't want to flip the turning in reverse for ships. More...
|
| |
| override bool | isBoss [get] |
| | Whether this ship is a boss. More...
|
| |
| override float | aggroFactor [get] |
| | Aggro range depends on the specialization. More...
|
| |
| override float | effectiveEnginePower [get] |
| | Power of the engine, 1 being full forward, 0 being idle, and -1 being full reverse. Affected by the condition of the ship's sails. More...
|
| |
| override float | effectiveSteerPower [get] |
| | Desired steering power, -1 being left and 1 being right. Affected by the condition of the ship's hull. More...
|
| |
| float | maximumEffectiveSpeed [get] |
| | Effective maximum speed taking everything into consideration. More...
|
| |
| override float | relativeSpeed [get] |
| | Maximum speed should be affected by the wind. Shaped like a pow(3) curve to provide extra torque at lower speed. More...
|
| |
| override bool | isActive [get] |
| | Whether the vehicle is currently active or has been destroyed. More...
|
| |
| override bool | canBeAttacked [get] |
| | Quest units can only be attacked if there is a player close. More...
|
| |
| bool | isGrounded [get] |
| | Whether the vehicle is currently considered to be touching the ground. More...
|
| |
| override bool | brake [get, set] |
| | Set the car's brake to be active or not. More...
|
| |
| virtual float | steeringWheelAngle [get] |
| | Maximum turning angle in degrees, used for wheels. More...
|
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| virtual float | stationaryTurning [get] |
| | If you are creating a tank, it's often better to have it turn in place rather than by driving. You can achieve this by setting this value to something other than zero. This value is in degrees per second. More...
|
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| virtual bool | freezeWheelRotationInReverse [get] |
| | This is mainly a feature for ships. More...
|
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| virtual bool | flipTurningInReverse [get] |
| | For cars it's generally a good idea to flip the turning axis when driving in reverse. More...
|
| |
| virtual float | activeBrakeTorque [get] |
| | If custom or variable amount of brake torque is required, override this function. More...
|
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| virtual float | brakeMagnitude [get] |
| | Car's active brake magnitude. Override if you're using Custom type braking. More...
|
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| virtual float | maximumSpeed [get] |
| | Maximum possible horizontal velocity. Used by the Velocity Drag Curve. More...
|
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| virtual float | relativeSpeed [get] |
| | Maximum velocity the vehicle can travel at after all modifications get taken into account, relative to maximum velocity. More...
|
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| bool | playerControlled [get] |
| | Whether the vehicle is player-controlled or not. More...
|
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| Vector3 | forward [get] |
| | Forward direction. More...
|
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| Vector3 | flatForward [get] |
| | Flat forward direction, not including the Y. More...
|
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| Vector2 | moveAxis [get] |
| | Current movement axis. More...
|
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| Vector2 | tiltAxis [get] |
| | Current tilting axis. More...
|
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| override bool | isActive [get] |
| | Whether the vehicle is currently active or has been destroyed. More...
|
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| float | baseEnginePower [get, set] |
| | Desired power of the engine, 1 being full forward, 0 being idle, and -1 being full reverse. More...
|
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| float | baseSteerPower [get, set] |
| | Desired steering power, -1 being left and 1 being right. More...
|
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| virtual float | effectiveEnginePower [get] |
| | Engine power mitigated by factors such as engine damage. More...
|
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| virtual float | effectiveSteerPower [get] |
| | Steering power mitigated by factors such as wheel damage. More...
|
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| float | relativeMovementSpeed [get] |
| | Vehicle's movement speed. -1 means full speed in reverse, 1 means full speed ahead. More...
|
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| Vector3 | movementVelocity [get] |
| | Ship's movement velocity. More...
|
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| float | currentSpeed [get] |
| | Calculated velocity relative to the forward vector. More...
|
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| virtual bool | brake [get, set] |
| | Whether the vehicle is currently braking. More...
|
| |
| bool | discoveredByPlayer [get, set] |
| | Whether this unit has been discovered by the player. More...
|
| |
| float | critChance [get] |
| | Unit's chance to crit in 0 to 1 range, with 1 being 100%. More...
|
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| bool | doCrit [get] |
| | Convenience property that will return 'true' on a critical chance. More...
|
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| int | id [get] |
| | Unit's unique identifier. More...
|
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| virtual bool | isBoss [get] |
| | Whether this unit is a boss. More...
|
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| Vector3 | position [get] |
| | Unit's world position. More...
|
| |
| Vector3 | aimPosition [get] |
| | The position others should be aiming at. More...
|
| |
| virtual Vector3 | proximityCenter [get] |
| | Unit's proximity center – actual position used for proximity-based checks. More...
|
| |
| virtual bool | isActive [get] |
| | Whether the game unit is actually active. More...
|
| |
| virtual bool | canBeAttacked [get] |
| | Whether the unit can be attacked. If not, it won't be considered as a hostile unit. More...
|
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| int | maxHealth [get] |
| | Unit's maximum health. More...
|
| |
| abstract string | mapIcon [get] |
| | Unit's icon when it shows up on the map. More...
|
| |
| abstract Visibility | mapVisibility [get] |
| | Whether the unit will show up on the map. More...
|
| |
| bool | isQuestUnit [get] |
| | Is this a quest unit? More...
|
| |
| bool | isPlayerClose [get] |
| | Whether there is a player nearby. More...
|
| |
| bool | isMyQuestUnit [get] |
| | Unit is a quest unit and the quest belongs to MyPlayer. More...
|
| |
| bool | isVisibleOnTheMap [get] |
| | Whether the unit should be visible on the map. More...
|
| |
| abstract string | unitType [get] |
| | Human-readable type, such as "Town" or "Ship". More...
|
| |
| virtual float | sightRange [get] |
| | How close the units have to be before they enter this unit's range of sight. More...
|
| |
| virtual float | aggroFactor [get] |
| | Aggro range determines how soon the unit gets placed on other units' proximity ranges. By default it's 100%. More...
|
| |
| bool | isInCombat [get, set] |
| | Whether this unit sees nearby enemy units or not. More...
|
| |
| bool | enemiesNearby [get] |
| | Whether there are any enemies nearby. Note that this doesn't mean that the unit is in combat. There may be hidden units nearby. More...
|
| |
| bool | friendsNearby [get] |
| | Whether there are any friendly units nearby. More...
|
| |
| float | soloBalanceOfPower [get] |
| | Unit's base power value based on what it is and its victory rep. More...
|
| |
| float | alliedBalanceOfPower [get] |
| | Unit's balance of power is calculated based on the proximity of other units in the area – both friendly and hostile. More...
|
| |
| float | globalCooldown [get, set] |
| | Global cooldown affects all skills at once, WoW style. More...
|
| |
| Collider[] | colliders [get] |
| | Convenience function that returns the unit's cached list of colliders. More...
|
| |
| List< GameUnit > | sightRangeList [get] |
| | This unit's sight list containing all other units within sight range. More...
|
| |
| List< GameUnit > | weaponsRangeList [get] |
| | This unit's proximity list containing all other units within weapons range. More...
|
| |
| bool | canRepairSelf [get] |
| | Whether the unit can repair itself. More...
|
| |
| bool | hasTrueSight [get] |
| | Whether the unit can see hidden objects. More...
|
| |
| virtual float | experienceValue [get] |
| | Unit's experience worth. More...
|
| |
| int | killCount [get, set] |
| | Kill count, represented in stars next to the player's name on the unit's HUD. More...
|
| |
| TNObject | tno [get] |
| |
|
| enum | Brake { Brake.Manual,
Brake.Automatic,
Brake.Custom
} |
| |
| enum | Visibility { Visibility.Never,
Visibility.OnceVisited,
Visibility.LineOfSight,
Visibility.Landmark
} |
| |
| static void | Create (GamePlayer player, Vector3 pos, float angle) |
| | Create a player ship. Must be called by the player that will control it. More...
|
| |
| static string | ChooseRandomShip (int level) |
| | Given a desired level, choose a random ship. More...
|
| |
| static void | CreateRandom (string shipName, Vector3 pos, float angle, int faction=0, int extraChallenge=0, float hp=1f, float damage=1f, int boss=0) |
| | Create a new ship for the specified faction.. More...
|
| |
| static void | Create (string shipName, string shipType, int factionID, Vector3 pos, float angle, int level, float hp=1f, float damage=1f, int boss=0) |
| | Create a new AI-controlled ship. More...
|
| |
| static void | Create (string shipName, DataNode ship, int factionID, Vector3 pos, float angle, int level, float hp=1f, float damage=1f, int boss=0) |
| | Create a new AI-controlled ship. More...
|
| |
| static void | Create (string shipName, string shipType, int factionID, Vector3 pos, float angle, int level, System.Collections.Generic.List< NamedInt > stats, float hp=1f, float damage=1f) |
| | Create a new NPC ship. More...
|
| |
| static void | Create (string shipName, DataNode ship, int factionID, Vector3 pos, float angle, int level, System.Collections.Generic.List< NamedInt > stats, float hp=1f, float damage=1f) |
| | Create a new NPC ship. More...
|
| |
| static T | FindInParents< T > (GameObject go) |
| | Finds the specified component on the game object or one of its parents. More...
|
| |
| static GameUnit | Find (int id) |
| | Find a unit by its ID. More...
|
| |
| static GameUnit | Find (uint id) |
| | Find a unit by its ID. More...
|
| |
| static GameUnit | Find (string name) |
| | Find a unit by name. More...
|
| |
| static new List< GameShip > | list = new List<GameShip>() |
| | List of all the game units currently present in the scene. More...
|
| |
| static List< GameUnit > | list = new List<GameUnit>() |
| | List of all the game units currently present in the scene. More...
|
| |
| static UnitCallback | onKill |
| | Notification triggered when any unit dies. More...
|
| |
| static UnitCallback | onFactionChanged |
| | Notification triggered when the unit's faction changes. More...
|
| |
| static GameObject | OnCreateShip (GameObject go, Vector3 pos, float angle) |
| |
| bool | mIsPlayingAnim = false |
| |
| DataNode | mFactionData |
| |
| bool | mReefed = false |
| |
| int | mCollisions = 0 |
| |
| float | mWindCurveMin = -1f |
| |
| int | mRepairWood = 0 |
| |
| bool | mInitDone = false |
| |
| bool | mEligibleForLoot = false |
| |
| Vector3 | mCenter |
| |
| float | mTime0 = 0f |
| |
| float | mTime1 = 0f |
| |
| CarWheel[] | mWheels |
| |
| float | mWheelSpeed = 0f |
| |
| float | mLastGround = 0f |
| |
| bool | mIsGrounded = false |
| |
| float | mPitch = 0f |
| |
| float | mAlpha = 0f |
| |
| bool | mBrake = false |
| |
| bool | mForward = true |
| |
| float | mMaxVolume = 1f |
| |
| float | mBrakeRelease = 0f |
| |
| bool | mIsActive = true |
| |
| Color[] | mEmitterColors |
| |
| Transform | mTrans |
| |
| Rigidbody | mRb |
| |
| Vector2 | mMove = Vector2.zero |
| |
| Vector2 | mTilt = Vector2.zero |
| |
| float | mNextSync = 0f |
| |
| bool | mDiscovered = false |
| |
| List< GameUnit > | mWeaponRange = new List<GameUnit>() |
| |
| List< GameUnit > | mSightRange = new List<GameUnit>() |
| |
| float | mProximityUpdate = 0f |
| |
| bool | mIsInCombat = false |
| |
| bool | mFriendsNearby = false |
| |
| bool | mEnemiesNearby = false |
| |
| int | mKillCount = 0 |
| |
| float | mGlobalCooldown = 0f |
| |
| Collider[] | mCols |
| |
| static int | terrainLayer = -1 |
| |