An example class part of the Feel demos This class handles the strike demo, detecting input and applying force to the ball
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virtual void | ThrowBall () |
| This method, meant to be called by a feedback once it's ready to throw, will apply force to the ball. In a "normal" game this probably would be directly called by this class, but here we want to make sure all the previous feedbacks have played, and that's handled by the ThrowBallFeedback. More...
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An example class part of the Feel demos This class handles the strike demo, detecting input and applying force to the ball
◆ CountPoints()
virtual void MoreMountains.Feel.Strike.CountPoints |
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◆ HandleInput()
virtual void MoreMountains.Feel.Strike.HandleInput |
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◆ Initialization()
virtual void MoreMountains.Feel.Strike.Initialization |
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Initializes physics settings, stores initial positions
◆ OnTriggerEnter()
void MoreMountains.Feel.Strike.OnTriggerEnter |
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Collider |
other | ) |
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protected |
When colliding with the catcher, we reset
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◆ ResetCountdown()
virtual IEnumerator MoreMountains.Feel.Strike.ResetCountdown |
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A countdown used to reset the scene after a max delay
- Returns
◆ ResetSceneCo()
virtual IEnumerator MoreMountains.Feel.Strike.ResetSceneCo |
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Resets the whole scene
- Returns
◆ SetStrikeElements()
virtual void MoreMountains.Feel.Strike.SetStrikeElements |
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bool |
status | ) |
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◆ Start()
virtual void MoreMountains.Feel.Strike.Start |
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On Start we initialize our scene
◆ StartBall()
virtual void MoreMountains.Feel.Strike.StartBall |
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Performs a jump if possible, otherwise plays a denied feedback
◆ ThrowBall()
virtual void MoreMountains.Feel.Strike.ThrowBall |
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This method, meant to be called by a feedback once it's ready to throw, will apply force to the ball. In a "normal" game this probably would be directly called by this class, but here we want to make sure all the previous feedbacks have played, and that's handled by the ThrowBallFeedback.
◆ Update()
virtual void MoreMountains.Feel.Strike.Update |
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On Update we look for input
◆ _ballThrown
bool MoreMountains.Feel.Strike._ballThrown = false |
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◆ _initialBallPosition
Vector3 MoreMountains.Feel.Strike._initialBallPosition |
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◆ _initialBallRotation
Quaternion MoreMountains.Feel.Strike._initialBallRotation |
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◆ _pinColliders
List<Collider> MoreMountains.Feel.Strike._pinColliders |
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◆ _resetCoroutine
Coroutine MoreMountains.Feel.Strike._resetCoroutine |
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◆ _strikePins
List<StrikePin> MoreMountains.Feel.Strike._strikePins |
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◆ ActionKey
KeyCode MoreMountains.Feel.Strike.ActionKey = KeyCode.Space |
a key to use to throw the ball
◆ ActionKeyAlt
KeyCode MoreMountains.Feel.Strike.ActionKeyAlt = KeyCode.Joystick1Button0 |
a secondary key to use to throw the ball
◆ BowlingBallLauncherWiggler
MMWiggle MoreMountains.Feel.Strike.BowlingBallLauncherWiggler |
the wiggler that makes the launcher rotate
◆ BowlingBallRb
Rigidbody MoreMountains.Feel.Strike.BowlingBallRb |
the rigidbody of the bowling ball
◆ ConsecutiveStrikes
int MoreMountains.Feel.Strike.ConsecutiveStrikes = 0 |
the amount of consecutive strikes
◆ ConsecutiveStrikesText
Text MoreMountains.Feel.Strike.ConsecutiveStrikesText |
the text component used to display the number of consecutive strikes
◆ DelayBeforeReset
float MoreMountains.Feel.Strike.DelayBeforeReset = 1f |
the delay to wait for (in seconds) before resetting the scene
◆ DelayForPoints
float MoreMountains.Feel.Strike.DelayForPoints = 1f |
the delay to wait for (in seconds) while counting/displaying points
◆ Gravity
Vector3 MoreMountains.Feel.Strike.Gravity = new Vector3(0f, -9.81f, 0f) |
◆ LastScore
int MoreMountains.Feel.Strike.LastScore = 0 |
◆ LastScoreText
Text MoreMountains.Feel.Strike.LastScoreText |
the text component used to display the current last score
◆ MaxDurationBeforeReset
float MoreMountains.Feel.Strike.MaxDurationBeforeReset = 4f |
the max duration before a reset
◆ NoStrikeFeedback
a feedback played when missing a strike
◆ Pins
List<Rigidbody> MoreMountains.Feel.Strike.Pins |
the rigidbody of the pins
◆ PointsCollider
Collider MoreMountains.Feel.Strike.PointsCollider |
a collider used to count points (still standing pins will overlap with it)
◆ ResetFeedback
a feedback to call when resetting the scene
◆ StrikeElements
List<GameObject> MoreMountains.Feel.Strike.StrikeElements |
a list of elements to turn on/off in case of strike
◆ StrikeFeedback
a feedback played when hitting a strike
◆ ThrowBallFeedback
MMFeedbacks MoreMountains.Feel.Strike.ThrowBallFeedback |
a feedback to call when throwing the ball
◆ ThrowingForce
Vector3 MoreMountains.Feel.Strike.ThrowingForce = new Vector3(0, 0, 10f) |
the force to apply when throwing the ball
◆ TotalPoints
int MoreMountains.Feel.Strike.TotalPoints = 0 |
The total amount of points since the start.
◆ TotalScoreText
Text MoreMountains.Feel.Strike.TotalScoreText |
the text component used to display the total score
The documentation for this class was generated from the following file:
- F:/Github/Store/Feel/Assets/Feel/FeelDemosURP/Strike/Scripts/Strike.cs