RainMissileProjectile
classscriptedClass
extends BaseProjectile › ItemObject › TimeDilatable › GameObject › GameEntity › Entity › IScriptable › ISerializable
Properties 32
| Name | Type | Flags |
|---|---|---|
alive | Bool | scriptedprivate |
armed | Bool | scriptedprivate |
armingDistance | Float | scriptedprivate |
arrived | Bool | scriptedprivate |
countTime | Float | scriptedprivate |
damage | ref<EffectInstance> | scriptedprivate |
effect | EffectRef | scriptedprivate |
finalTargetOffset | Vector4 | scriptedprivate |
finalTargetPosition | Vector4 | scriptedprivate |
finalTargetPositionCalculationDelay | Float | scriptedprivate |
followTargetInPhase2 | Bool | scriptedprivate |
fxInstance | ref<FxInstance> | scriptedprivate |
hasExploded | Bool | scriptedprivate |
initialTargetOffset | Vector4 | scriptedprivate |
initialTargetPosition | Vector4 | scriptedprivate |
landIndicatorFX | FxResource | scriptedprivate |
lifetime | Float | scriptedprivate |
meshComponent | ref<IComponent> | scriptedprivate |
missileAttackRecord | wref<Attack_Record> | scriptedprivate |
missileDBID | TweakDBID | scriptedprivate |
owner | wref<GameObject> | scriptedprivate |
phase | EMissileRainPhase | scriptedprivate |
phase1Duration | Float | scriptedprivate |
puppetBroadphaseHitRadiusSquared | Float | scriptedprivate |
randStartVelocity | Float | scriptedprivate |
spawnPosition | Vector4 | scriptedprivate |
spiralParams | ref<SpiralControllerParams> | scriptedprivate |
startVelocity | Float | scriptedprivate |
targetComponent | wref<IPlacedComponent> | scriptedprivate |
timeToDestory | Float | scriptedprivate |
useSpiralParams | Bool | scriptedprivate |
weapon | wref<WeaponObject> | scriptedprivate |
Methods 21
private final func CalcFinalTargetPositionAndOffset()scripted
protected final func DelayDestroyBullet()scripted
private final func DestroyBullet()scripted
private final func Explode(projectilePosition: Vector4)scripted
protected cb func OnAcceleratedMovement(eventData: ref<gameprojectileAcceleratedMovementEvent>) -> Boolscripted
private final func OnCollideWithEntity(projectilePosition: Vector4)scripted
protected cb func OnCollision(eventData: ref<gameprojectileHitEvent>) -> Boolscripted
protected cb func OnFollowSuccess(eventData: ref<gameprojectileFollowEvent>) -> Boolscripted
protected cb func OnGameprojectileBroadPhaseHitEvent(eventData: ref<gameprojectileBroadPhaseHitEvent>) -> Boolscripted
protected cb func OnHit(evt: ref<gameHitEvent>) -> Boolscripted
protected cb func OnLinearMovement(eventData: ref<gameprojectileLinearMovementEvent>) -> Boolscripted
protected cb func OnProjectileInitialize(eventData: ref<gameprojectileSetUpEvent>) -> Boolscripted
protected cb func OnRequestComponents(ri: EntityRequestComponentsInterface) -> Boolscripted
protected cb func OnShoot(eventData: ref<gameprojectileShootEvent>) -> Boolscripted
protected cb func OnShootTarget(eventData: ref<gameprojectileShootTargetEvent>) -> Boolscripted
protected cb func OnTakeControl(ri: EntityResolveComponentsInterface) -> Boolscripted
protected cb func OnTick(eventData: ref<gameprojectileTickEvent>) -> Boolscripted
protected final func StartPhase1(targetPos: Vector4)scripted
protected final func StartPhase2()scripted
private final func StartTrailEffect()scripted
private final func StartTrailStartEffect()scripted