2D Shooter Bullet and Weapon System for Unity  1.4.1
The 2D Shooter Bullet and Weapon System asset provides you with a highly customisable bullet pattern and weapon system, custom weapon configuration editor with inventory manager, along with a bullet pooling manager which is simple to drop into your Unity game or project and start using right away.
Public Attributes | List of all members
WeaponSystemConfiguration Class Reference

Data class for weapon configurations held by the main WeaponSystem component. More...

Public Attributes

string weaponName
 
float bulletSpread
 
float bulletSpreadPingPongMax
 
float spreadPingPongSpeed = 1f
 
float bulletSpacing
 
int bulletCount
 
float bulletRandomness
 
float bulletSpeed
 
float weaponFireRate
 
float weaponXOffset
 
float weaponYOffset
 
float ricochetChancePercent
 
float magazineChangeDelay
 
Color bulletColour
 
Texture2D weaponIcon
 
int magazineSize
 
int magazineRemainingBullets
 
int ammoAvailable
 
int ammoUsed
 
bool autoFire
 
bool bulletCountsAsAmmo
 
bool playReloadingSfx
 
bool weaponRelativeToComponent
 
float trackingTurnRate
 
bool lerpTurnRate
 
Transform targetToTrack
 
AudioClip reloadSfxClip
 
Transform gunPoint
 
WeaponSystem.ShooterType ShooterType
 
WeaponSystem.BulletOption BulletOptionType
 

Detailed Description

Data class for weapon configurations held by the main WeaponSystem component.

It keeps individual "weapon configuration" data for each weapon configuration you create using an instance of the WeaponSystem component. This allows you to create an inventory of guns/weapons for a player for example, and within the WeaponSystem component, you are able to iterate through a list of these configurations and easily change between "guns" or weapon configurations. Each property in this class will map back to a matching property on the WeaponSystem component, so when you switch weapons, each field from this WeaponSystemConfiguration instance is mapped to a field on the WeaponSystem instance. Bullets are then fired from the WeaponSystem instance and all the fields that were defined in this class, are then applied to the bullets.

Member Data Documentation

int WeaponSystemConfiguration.ammoAvailable
int WeaponSystemConfiguration.ammoUsed
bool WeaponSystemConfiguration.autoFire
Color WeaponSystemConfiguration.bulletColour
int WeaponSystemConfiguration.bulletCount
bool WeaponSystemConfiguration.bulletCountsAsAmmo
WeaponSystem.BulletOption WeaponSystemConfiguration.BulletOptionType
float WeaponSystemConfiguration.bulletRandomness
float WeaponSystemConfiguration.bulletSpacing
float WeaponSystemConfiguration.bulletSpeed
float WeaponSystemConfiguration.bulletSpread
float WeaponSystemConfiguration.bulletSpreadPingPongMax
Transform WeaponSystemConfiguration.gunPoint
bool WeaponSystemConfiguration.lerpTurnRate
float WeaponSystemConfiguration.magazineChangeDelay
int WeaponSystemConfiguration.magazineRemainingBullets
int WeaponSystemConfiguration.magazineSize
bool WeaponSystemConfiguration.playReloadingSfx
AudioClip WeaponSystemConfiguration.reloadSfxClip
float WeaponSystemConfiguration.ricochetChancePercent
WeaponSystem.ShooterType WeaponSystemConfiguration.ShooterType
float WeaponSystemConfiguration.spreadPingPongSpeed = 1f
Transform WeaponSystemConfiguration.targetToTrack
float WeaponSystemConfiguration.trackingTurnRate
float WeaponSystemConfiguration.weaponFireRate
Texture2D WeaponSystemConfiguration.weaponIcon
string WeaponSystemConfiguration.weaponName
bool WeaponSystemConfiguration.weaponRelativeToComponent
float WeaponSystemConfiguration.weaponXOffset
float WeaponSystemConfiguration.weaponYOffset

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