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    Class ObjBreakable

    This is a useful feature that makes any NavObject destructible. It gives the NavObject hitpoints (HP) and allows it to take damage.

    Inheritance
    object
    AxisMonoBehaviour
    ObjFeature
    ObjBreakable
    Inherited Members
    AxisMonoBehaviour.ContainsLabel(string)
    AxisMonoBehaviour.CountChildrenWithLabel(string, bool)
    AxisMonoBehaviour.ContainsLabelInChildren(string, bool)
    AxisMonoBehaviour.GetSpaceBetweenColliders(AxisMonoBehaviour)
    AxisMonoBehaviour.GetSpaceBetweenCollidersHorizontally(AxisMonoBehaviour)
    AxisMonoBehaviour.PauseGame()
    AxisMonoBehaviour.SetActiveByName(string)
    AxisMonoBehaviour.ResumeGame()
    AxisMonoBehaviour.GameTimeScaleSet(float)
    AxisMonoBehaviour.transform
    AxisMonoBehaviour.gameObject
    AxisMonoBehaviour.collider
    AxisMonoBehaviour.Origin
    AxisMonoBehaviour.OnTransformChildrenChanged()
    Namespace: Axis.ObjFeatures
    Assembly: cs.temp.dll.dll
    Syntax
    public sealed class ObjBreakable : ObjFeature

    Fields

    BreakFirework

    Firework to burst when this NavObject is broken

    Declaration
    public AxisFirework BreakFirework
    Field Value
    Type Description
    AxisFirework

    DamageBlink

    Wether this component will send blinking calls when damaged

    Declaration
    public bool DamageBlink
    Field Value
    Type Description
    bool

    DamageFirework

    Firework to burst when damaged

    Declaration
    public AxisFirework DamageFirework
    Field Value
    Type Description
    AxisFirework

    EnableChildSpawners

    If there are spawners between direct children of this NavObject, true will enable these spawners when this NavObject is broken, false will not.

    Declaration
    public bool EnableChildSpawners
    Field Value
    Type Description
    bool

    HealFirework

    Firework to burst when this NavObject is healed

    Declaration
    public AxisFirework HealFirework
    Field Value
    Type Description
    AxisFirework

    HitPoints

    Current hitpoints (HP) value

    Declaration
    public int HitPoints
    Field Value
    Type Description
    int

    MaxHitPoints

    Max hitpoints (HP) value

    Declaration
    public int MaxHitPoints
    Field Value
    Type Description
    int

    NextDamageInterval

    Cooldown interval after damage to receive another damage

    Declaration
    public float NextDamageInterval
    Field Value
    Type Description
    float

    OnLife

    Events dispatched when NavObjects hitpoints are changed

    Declaration
    public ObjBreakableEvents OnLife
    Field Value
    Type Description
    ObjBreakableEvents

    SpreadChildNavObjects

    If there are other NavObjects between direct children of this NavObject, true will spawn and spread those nested objects inside this.

    Declaration
    public bool SpreadChildNavObjects
    Field Value
    Type Description
    bool

    SpreadChildRadius

    Spreading max radius when broken

    Declaration
    public float SpreadChildRadius
    Field Value
    Type Description
    float

    SyncValueToCounter

    Associate an AxisCounter to sync with this hitpoints value, useful for UI display

    Declaration
    public AxisCounter SyncValueToCounter
    Field Value
    Type Description
    AxisCounter

    Methods

    Break()

    Force immediate breaking effects of this NavObject

    Declaration
    public void Break()

    Damage()

    Damages NavObject subtracting 1 hitpoint

    Declaration
    public void Damage()

    Damage(int)

    Damages NavObject subtracting hitpoints

    Declaration
    public void Damage(int hit)
    Parameters
    Type Name Description
    int hit

    Value to subtract

    Heal(int)

    Heals NavObject restoring hitpoints

    Declaration
    public void Heal(int hit)
    Parameters
    Type Name Description
    int hit

    Value to subtract

    RestartInitialHP()

    Reset hitpoints to the initial value

    Declaration
    public void RestartInitialHP()
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