Super Bomber Kit
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    Class Bomb

    Bomb script. Responsible for timing and instantiating the explosion. Used for normal bomb, Pierce bomb and Remote bomb.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    Bomb
    Implements
    IDamageTaker
    Inherited Members
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(string, float)
    MonoBehaviour.InvokeRepeating(string, float, float)
    MonoBehaviour.CancelInvoke(string)
    MonoBehaviour.IsInvoking(string)
    MonoBehaviour.StartCoroutine(string)
    MonoBehaviour.StartCoroutine(string, object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(string)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(object)
    MonoBehaviour.useGUILayout
    MonoBehaviour.runInEditMode
    Behaviour.enabled
    Behaviour.isActiveAndEnabled
    Component.GetComponent(Type)
    Component.GetComponent<T>()
    Component.TryGetComponent(Type, out Component)
    Component.TryGetComponent<T>(out T)
    Component.GetComponent(string)
    Component.GetComponentInChildren(Type, bool)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(bool)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, bool)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(bool)
    Component.GetComponentsInChildren<T>(bool, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type, bool)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>(bool)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, bool)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(bool)
    Component.GetComponentsInParent<T>(bool, List<T>)
    Component.GetComponentsInParent<T>()
    Component.GetComponents(Type)
    Component.GetComponents(Type, List<Component>)
    Component.GetComponents<T>(List<T>)
    Component.GetComponents<T>()
    Component.CompareTag(string)
    Component.SendMessageUpwards(string, object, SendMessageOptions)
    Component.SendMessageUpwards(string, object)
    Component.SendMessageUpwards(string)
    Component.SendMessageUpwards(string, SendMessageOptions)
    Component.SendMessage(string, object)
    Component.SendMessage(string)
    Component.SendMessage(string, object, SendMessageOptions)
    Component.SendMessage(string, SendMessageOptions)
    Component.BroadcastMessage(string, object, SendMessageOptions)
    Component.BroadcastMessage(string, object)
    Component.BroadcastMessage(string)
    Component.BroadcastMessage(string, SendMessageOptions)
    Component.transform
    Component.gameObject
    Component.tag
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    Namespace: BomberDogs.Level
    Assembly: Assembly-CSharp.dll
    Syntax
    public class Bomb : MonoBehaviour, IDamageTaker

    Fields

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    ExplosionPrefab

    Explosion prefab

    Declaration
    [Tooltip("Prefab to explosion")]
    public GameObject ExplosionPrefab
    Field Value
    Type Description
    GameObject
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    ExplosionSize

    Current explosion size. If this bomb was dropped through the PlayerDropBombBehaviour this field will be overwritten by the value that this component sends.

    Declaration
    [Tooltip("Explosion size in unity units")]
    public int ExplosionSize
    Field Value
    Type Description
    int
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    Pierce

    If this is turned on the bomb explosion will go through walls.

    Declaration
    [Tooltip("If the explosion will pierce several walls.")]
    public bool Pierce
    Field Value
    Type Description
    bool
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    Remote

    If this is turned on the bomb will not explode unless it is activated by remote control.

    Declaration
    [Tooltip("The bomb will not explode unless activated via remote control.")]
    public bool Remote
    Field Value
    Type Description
    bool
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    ShadowObject

    Shadow object. Must be contained within the bomb prefab.

    Declaration
    [Tooltip("Shadow object. Must be contained within the bomb prefab")]
    public GameObject ShadowObject
    Field Value
    Type Description
    GameObject
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    TimeToExplode

    Time for the bomb to explode

    Declaration
    [Tooltip("Time for the bomb to explode")]
    public float TimeToExplode
    Field Value
    Type Description
    float

    Methods

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    Awake()

    Declaration
    public void Awake()
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    ConfigureBombAndInitiate(MonoBehaviour, int)

    Configure the bomb and start it. The timer starts counting, and when it finishes it instantiates the bomb explosion object

    Declaration
    public void ConfigureBombAndInitiate(MonoBehaviour emitter, int explosionSize)
    Parameters
    Type Name Description
    MonoBehaviour emitter

    Person who emits this bomb

    int explosionSize

    Bomb explosion size

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    Explode()

    Explode the bomb

    Declaration
    public void Explode()
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    GetTimer()

    Get current time on timer

    Declaration
    public float GetTimer()
    Returns
    Type Description
    float
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    Kick(Vector2)

    Kick the bomb. It will slide until it enconters a wall

    Declaration
    public void Kick(Vector2 dir)
    Parameters
    Type Name Description
    Vector2 dir
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    OnCollisionEnter2D(Collision2D)

    Stop the kicking slide when it collides

    Declaration
    public void OnCollisionEnter2D(Collision2D col)
    Parameters
    Type Name Description
    Collision2D col
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    SetToKinematicModeAndSetParent(Transform)

    Configure kinematic mode and another necessary things to animate the bomb. This is called when the player throws the bomb.

    Declaration
    public void SetToKinematicModeAndSetParent(Transform parent)
    Parameters
    Type Name Description
    Transform parent
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    TakeDamage(DamageEmissionDto)

    Explode the bomb when takes damage

    Declaration
    public DamageResponseDto TakeDamage(DamageEmissionDto emission)
    Parameters
    Type Name Description
    DamageEmissionDto emission
    Returns
    Type Description
    DamageResponseDto
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    Throw(Vector2, Vector2, int)

    Here the bomb is thrown by the player in the specified direction. This method guides the throw's trajectory until it lands in a free spot. If the bomb reaches the edge of the board, it will reappear on the opposite side of the board.

    Declaration
    public void Throw(Vector2 fromPosition, Vector2 dir, int distance)
    Parameters
    Type Name Description
    Vector2 fromPosition

    origin

    Vector2 dir

    Direction

    int distance

    Distance

    Implements

    IDamageTaker

    Extension Methods

    MonoBehaviourExtensions.DelayedCall(MonoBehaviour, Action, float)
    MonoBehaviourExtensions.DelayedCallUnscaled(MonoBehaviour, Action, float)
    MonoBehaviourExtensions.LoopForAWile(MonoBehaviour, Action<float>, float, Action, bool)
    MonoBehaviourExtensions.LoopWhileReturnTrue(MonoBehaviour, Func<bool>, Action, bool)
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