Super Bomber Kit
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    Class PlayerDamageBehaviour

    Handle the player damage and death

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    PlayerBehaviourBase
    PlayerDamageBehaviour
    Implements
    IDamageTaker
    IAddSublife
    IUseImmunityVest
    Inherited Members
    PlayerBehaviourBase.core
    PlayerBehaviourBase._collider
    PlayerBehaviourBase.powerUps
    PlayerBehaviourBase.input
    PlayerBehaviourBase.rb
    PlayerBehaviourBase.animator
    PlayerBehaviourBase.spriteRenderer
    PlayerBehaviourBase.disableControls
    PlayerBehaviourBase.Awake()
    PlayerBehaviourBase.CrossFade(string, float)
    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.PlayerBehaviours
    Assembly: Assembly-CSharp.dll
    Syntax
    [RequireComponent(typeof(PlayerBehaviourCore))]
    public class PlayerDamageBehaviour : PlayerBehaviourBase, IDamageTaker, IAddSublife, IUseImmunityVest

    Fields

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    _totalHealth

    Declaration
    [Header("Debug")]
    [SerializeField]
    protected int _totalHealth
    Field Value
    Type Description
    int
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    damageBlinkDuration

    Declaration
    [Tooltip("When the player takes damages or when they start in the level, the enter an immunity state where they blink")]
    public float damageBlinkDuration
    Field Value
    Type Description
    float
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    deathAnimationType

    Declaration
    [Tooltip("There are two possible ways to  represent death: With animation or with a sfx object")]
    [Header("Death Tweaks")]
    public PlayerDamageBehaviour.EDeathAnimationType deathAnimationType
    Field Value
    Type Description
    PlayerDamageBehaviour.EDeathAnimationType
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    dyingCo

    Declaration
    protected Coroutine dyingCo
    Field Value
    Type Description
    Coroutine
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    dyingSfx

    Declaration
    public AudioClipSpec dyingSfx
    Field Value
    Type Description
    AudioClipSpec
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    dyingState

    Declaration
    [Tooltip("Death animator state")]
    [ShowIf("deathAnimationType", PlayerDamageBehaviour.EDeathAnimationType.InstantiateDeathSfxPrefab, false)]
    [AnimatorStatesDropdown(0)]
    public string dyingState
    Field Value
    Type Description
    string
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    genericDeathEffectPrefab

    Declaration
    [Tooltip("Death sfx prefab")]
    [ShowIf("deathAnimationType", PlayerDamageBehaviour.EDeathAnimationType.AnimatorCrossFade, false)]
    public GameObject genericDeathEffectPrefab
    Field Value
    Type Description
    GameObject
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    health

    Declaration
    [Header("General Tweaks")]
    public int health
    Field Value
    Type Description
    int
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    immunityDuration

    Declaration
    [Tooltip("Duration of immunity")]
    public float immunityDuration
    Field Value
    Type Description
    float
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    subLifes

    Declaration
    [Tooltip("When the player takes damage, an sublife is subtracted. Below zero is death.")]
    public int subLifes
    Field Value
    Type Description
    int

    Methods

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    AddSublife(int)

    Add Sublife. This is called when the player gets heart powerup

    Declaration
    public void AddSublife(int number)
    Parameters
    Type Name Description
    int number
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    Die()

    Starts the dying process. Run dying and callback to level manager by calling onDie event.

    Declaration
    protected virtual void Die()
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    ImmunityBlink(float?)

    Starts to blink with immunity

    Declaration
    public void ImmunityBlink(float? duration = null)
    Parameters
    Type Name Description
    float? duration
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    StopImmunity()

    Stops the immunity

    Declaration
    public void StopImmunity()
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    TakeDamage(DamageEmissionDto)

    Takes damage from objects that emit damage.

    Declaration
    public DamageResponseDto TakeDamage(DamageEmissionDto emission)
    Parameters
    Type Name Description
    DamageEmissionDto emission

    Damage Emission Information

    Returns
    Type Description
    DamageResponseDto

    Returns information about the damage, such as who issued it and whether the enemy died

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    UseImmunityVest(float?)

    Makes the player immortal for a few seconds

    Declaration
    public void UseImmunityVest(float? duration = null)
    Parameters
    Type Name Description
    float? duration

    Events

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    onDie

    Triggered event when dies.

    Declaration
    public event Action onDie
    Event Type
    Type Description
    Action

    Implements

    IDamageTaker
    IAddSublife
    IUseImmunityVest

    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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