◆ ApplyDamage()
| virtual void Invector.vObjectDamage.ApplyDamage |
( |
Transform |
target, |
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|
Vector3 |
hitPoint |
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) |
| |
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protectedvirtual |
◆ OnCollisionEnter()
| virtual void Invector.vObjectDamage.OnCollisionEnter |
( |
Collision |
hit | ) |
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protectedvirtual |
◆ OnTriggerEnter()
| virtual void Invector.vObjectDamage.OnTriggerEnter |
( |
Collider |
hit | ) |
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protectedvirtual |
◆ OnTriggerExit()
| virtual void Invector.vObjectDamage.OnTriggerExit |
( |
Collider |
hit | ) |
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protectedvirtual |
◆ Start()
| virtual void Invector.vObjectDamage.Start |
( |
| ) |
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protectedvirtual |
◆ Update()
| virtual void Invector.vObjectDamage.Update |
( |
| ) |
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protectedvirtual |
◆ continuousDamage
| bool Invector.vObjectDamage.continuousDamage |
◆ damage
| vDamage Invector.vObjectDamage.damage |
◆ damageFrequency
| float Invector.vObjectDamage.damageFrequency = 0.5f |
◆ onHit
◆ overrideDamageSender
| Transform Invector.vObjectDamage.overrideDamageSender |
◆ tags
| List<string> Invector.vObjectDamage.tags |
◆ useCollision
| bool Invector.vObjectDamage.useCollision |
The documentation for this class was generated from the following file:
- ShooterCommit/Assets/Invector-3rdPersonController/Basic Locomotion/Scripts/ObjectDamage/vObjectDamage.cs