Behaviours
BxKicker Class Reference

Inherits BxSolenoid.

Inherited by BxSwOutput.

Classes

class  ReleaseAnimation
 

Public Member Functions

override void Start ()
 Use this for initialization.
 
GameObject CreateBall ()
 
void EjectBall (GameObject b=null)
 
- Public Member Functions inherited from BxSolenoid
override void Start ()
 Use this for initialization.
 
override void SetState (bool b)
 Activate or deactivate the object.
 
- Public Member Functions inherited from BxActivable
void TurnOn ()
 Activate the object.
 
void TurnOff ()
 Dectivate the object.
 
virtual BxActivable Invert (bool b=true)
 
virtual void OverrideState (bool b)
 
bool GetState ()
 
virtual void SetStateCB (int slot, bool b)
 
virtual void SetValue (int v)
 
virtual void SetValueCB (int slot, int v)
 
void SetActivated (bool b)
 
bool IsBlinking ()
 Start Blinking process.
 
void StartBlinking ()
 Start Blinking process.
 
void StopBlinking ()
 Stop Blinking process.
 
virtual void BehaviourStateCB (BxActivable a, bool b)
 
virtual void AddBehaviourStateCallBack (BxTableManager.BehaviourStateCallBack dest)
 
virtual void RemoveBehaviourStateCallBack (BxTableManager.BehaviourStateCallBack dest)
 
virtual BxActivable LinkTo (BxActivable dest)
 

Public Attributes

FP_Kicker fpImport
 FP Import script.
 
int m_type =0
 Kicker type.
 
float m_strength =4.0f
 Kicking strength.
 
float m_releaseTime =0.25f
 self ball animation time before ball actual ball release (for strengh=4)
 
- Public Attributes inherited from BxSolenoid
bool m_disableSound =false
 current state of the Object
 
AudioClip m_soundOn
 Sound played when solenoid is toggled on.
 
AudioClip m_soundOff
 Sound played when solenoid is toggled on.
 
AudioSource m_audioOn
 Behaviour audio source (on)
 
AudioSource m_audioOff
 Behaviour audio source (off)
 
bool m_soundActivationOnSwapOnly =true
 falg to tell if the sound is played on on the state changing au always...
 
- Public Attributes inherited from BxActivable
bool m_overrideMode =false
 overriding mode
 
string m_blinkPattern = "10"
 Blink Pattern.
 
int m_blinkInterval = 60
 Blink interval (ms)
 
int m_flashForMs = -1
 Blink duration (<0 means infinite)
 
bool m_flashForMsEndState = false
 State to set after flash for ms is finished.
 

Protected Member Functions

void Update ()
 

Protected Attributes

GameObject m_modl =null
 Geometrical object.
 
Animation m_anim =null
 Animation object link.
 
List< ReleaseAnimationm_balls =new List<ReleaseAnimation>()
 ball objects to anim (should b eonly one at a time though)
 
- Protected Attributes inherited from BxActivable
bool m_state =false
 current state of the Object
 
int m_value =8
 object's "value"
 
bool m_CBactivated =true
 activation flag
 
bool m_savedState =true
 state before desactivation
 
int m_savedValue =8
 value before desactivation
 
bool m_invertBehaviour = false
 behaviour inversion (true is false and false is true)
 
- Protected Attributes inherited from BxBehaviour
ImporterParams m_ip = null
 

Additional Inherited Members

- Properties inherited from BxBehaviour
ImporterParams Params [get]
 

The documentation for this class was generated from the following file: