Action Game Framework
Health change audio source - a helper for playing sounds on Health Change
Health change sound - maps a health change to an AudioClip
A component that will play a specific AudioClip when a certain amount of damage is received.
A helper for playing random audio clips. The randomness is not uniform but rather based on weights
A WeightedAudioList contains an array of WeightedAudioClips. Individual clips can be given a higher probability of selection
Class used by the RandomAudioSource, from which an AudioClip is chosen
Class for handling health using events.
Events available for subscription:
To apply damage to the damageable the TakeDamageWithAlignment method must be called. This is primarily done through the DamageableListener.
Use this component for game objects that need to take damage. It has a Damageable field, Configuration, that handles all damage and fires off events when appropriate. The Configuration’s health and alignment fields can be set on the component or dynamically.
The Health Visualizer Prefab, is the HealthVisualizer used to communicate the health of the Configuration to the player. The Health Visualizer Offset is simply the local position of the Health Visualizer Prefab when instantiated.
The DamageableListener is a component that allows you to easily assign UnityEvents to the DamageableBehaviour’s Damager events.
A component that when collided with a Damager component will apply damage to the corresponding DamageableBehaviour.
A component required to apply damage to a DamageableBehaviour.
A component that when triggered by a Damager component will apply damage to the corresponding DamageableBehaviour.
Abstract class that receives damage and applies it to the damageable behaviour. Inherited by
DamageTrigger and DamageCollider
A struct that is passed through the Damageable’s health events.
A component used to visualize the health of a Damageable.
A class required by some damage listeners. Stores HealthChangeInfo and Vector3 for the damage point.
Static helper class to assist with calculation of common projectile ballistics problems.
List of methods:
Simple IProjectile implementation for projectile that flies in a parabolic arc. Can be configured to launch using an angle or speed.
Basic override of LinearProjectile that allows the projectile to adjust its path in-flight to intercept a designated target. Has configurable leading parameters.
Interface allowing specification of generic projectiles
Has the following methods:
FireAtPoint(Vector3 startPoint, Vector3 targetPoint)
FireInDirection(Vector3 startPoint, Vector3 fireVector)
FireAtVelocity(Vector3 startPoint, Vector3 fireVelocity)
Simple IProjectile implementation for a projectile that flies in a straight line.
A specialized override of HomingLinearProjectile that has three states
Wobbling. The projectile flies in a wobbling, seemingly out-of-control, manner
Turning. The projectile turns towards its designated target
Targeting. Behaves like a regular HomingLinearProjectile and flies to intercept its designated target
Abstract MonoBehaviour. A special type of component that consumes hit info.
Abstract MonoBehaviour. Provides a public method for spawning game objects based on a hit.
Implementation of the HitObjectSpawner which chooses a random GameObject from a WeightedObjectList.
Implementation of the HitObjectSpawner that provides one game object to spawn.
Class with a serializable weight and GameObject field. Used by WeightedObjectList.
Class with a serializable WeightedObject. Has a method to return a random game object based on weight from the array.