Tanks Multiplayer
1.4
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Implementation of AI bots by overriding methods of the Player class. More...
Public Attributes | |
float | range = 6f |
Radius in units for detecting other players. More... | |
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string | myName |
Player name synced across the network. More... | |
Text | label |
UI Text displaying the player name. More... | |
int | teamIndex |
Team value assigned by the server. More... | |
int | health = 10 |
Current health value. More... | |
int | maxHealth |
Maximum health value at game start. More... | |
int | shield = 0 |
Current shield value absorbing hits. More... | |
int | turretRotation |
Current turret rotation and shooting direction. More... | |
int | ammo = 0 |
Amount of special ammunition left. More... | |
int | currentBullet = 0 |
Index of currently selected bullet. More... | |
float | fireRate = 0.75f |
Delay between shots. More... | |
float | moveSpeed = 8f |
Movement speed in all directions. More... | |
Slider | healthSlider |
UI Slider visualizing health value. More... | |
Slider | shieldSlider |
UI Slider visualizing shield value. More... | |
AudioClip | shotClip |
Clip to play when a shot has been fired. More... | |
AudioClip | explosionClip |
Clip to play on player death. More... | |
GameObject | shotFX |
Object to spawn on shooting. More... | |
GameObject | explosionFX |
Object to spawn on player death. More... | |
Transform | turret |
Turret to rotate with look direction. More... | |
Transform | shotPos |
Position to spawn new bullets at. More... | |
GameObject[] | bullets |
Array of available bullets for shooting. More... | |
MeshRenderer[] | renderers |
MeshRenderers that should be highlighted in team color. More... | |
GameObject | killedBy |
Last player gameobject that killed this one. More... | |
FollowTarget | camFollow |
Reference to the camera following component. More... | |
Protected Member Functions | |
override void | RpcRespawn (short senderId) |
Override of the base method to handle bot respawn separately. More... | |
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void | Shoot (Vector2 direction=default(Vector2)) |
void | RpcOnShot () |
void | OnHealthChange (int value) |
void | OnShieldChange (int value) |
Additional Inherited Members | |
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override void | OnStartClient () |
Initialize synced values on every client. More... | |
override void | OnStartLocalPlayer () |
Initialize camera and input for this local client. This is being called after OnStartClient. More... | |
void | TakeDamage (Bullet bullet) |
Server only: calculate damage to be taken by the Player, triggers score increase and respawn workflow on death. More... | |
void | CmdRespawn () |
Command telling the server that this client is ready for respawn. This is when the respawn delay is over or a video ad has been watched. More... | |
void | ResetPosition () |
Repositions in team area and resets camera & input variables. This should only be called for the local player. More... | |
void | RpcGameOver (int teamIndex) |
Called on all clients on game end providing the winning team. This is when a target kill count or goal (e.g. flag captured) was achieved. More... | |
Implementation of AI bots by overriding methods of the Player class.
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protectedvirtual |
Override of the base method to handle bot respawn separately.
Reimplemented from Player.
float range = 6f |
Radius in units for detecting other players.