Projectile Components
Code locations (what's this?):
• Cosmoteer.Bullets.BulletComponent
• Cosmoteer.Bullets.BulletComponentRules
• Cosmoteer.Bullets.IBulletComponent
These components are made only for projectiles (typically shot from weapons), not for parts you can build.
For more details, click on the component's name.
Feel free to contribute to make it better!
Name | Category | Short description
(click a component for more details) |
Code Reference | Inherits from |
---|---|---|---|---|
BoxPhysics | 🧲Projectile physics | Makes the projectile's collision shape a rectangle.
Used by missiles. |
Cosmoteer.Bullets.Physics.BulletBoxPhysics |
BulletPhysics
|
CirclePhysics | 🧲Projectile physics | Makes the projectile's collision shape a circle.
Used by bullets and mines. |
Cosmoteer.Bullets.Physics.BulletCirclePhysics |
BulletPhysics
|
Physics | 🧲Projectile physics | Parent class for managing the physics of a projectile.
Not used by beams. |
Cosmoteer.Bullets.Physics.BulletPhysics |
- |
Acceleration | 🧲Projectile physics | Moves the projectile in a direction, more over time. | Cosmoteer.Bullets.Physics.BulletAcceleration |
BulletComponent
|
TargetHoming | 🧲Projectile physics | Causes the attached bullet to rotate towards its target. | Cosmoteer.Bullets.Physics.BulletTargetHoming |
BulletComponent
|
DeathByLifetime | 💀Projectile death | Destroys the projectile after some time.
Can presumably be used as a trigger without destroying it. |
Cosmoteer.Bullets.Death.BulletDeathByLifetime
|
BaseBulletDeath
|
DeathByEnemyProximity | 💀Projectile death | Destroys the projectile near enemies. Can transform it.
Can be used as a trigger without destroying it. |
Cosmoteer.Bullets.Death.BulletDeathByEnemyProximity |
BaseBulletDeath
|
SpawnBullets | 🎯Hit effect | Spawns projectiles. | Cosmoteer.Simulation.HitEffects.SpawnBulletsEffectRules |
HitEffectRules
|
BulletSimpleHitRules | 💥Hit rules | What happens when the projectile hits. | Cosmoteer.Bullets.Hits.BulletSimpleHitRules |
BulletComponentRules
|
BulletPenetratingHitRules | 💥Hit rules | What happens when the projectile hits. This one can penetrate parts. | Cosmoteer.Bullets.Hits.BulletPenetratingHitRules |
BulletComponentRules
|
AnimatedSprite | 🎨Visuals | Renders an animated sprite on the projectile.
It makes it visible by having visuals. |
Cosmoteer.Bullets.Graphics.BulletAnimatedSpriteRules |
BulletComponentRules
|
Miscellaneous
These are not components, but you may still want to know about them to use projectile components.
FrameOfReference
An internal enum at Cosmoteer.Bullets.BulletFrameOfReference
. Inherits nothing. Possibles values :
- Grid : "The frame of reference will be the background grid, i.e. zero velocity."
- Inherit : "The frame of reference should be the frame of reference of the object that spawned the bullet. If the spawner object is a ship, the frame of reference will be the ship's velocity."
- Bullet : "The frame of reference should be the bullet's current velocity."
- HitObject : "The frame of reference should be the hit object's velocity at the time of impact."
Hit
Hit : an internal class at Cosmoteer.Bullets.Hits
, for when projectiles hit things, or even nothing.
Notes
- Projectiles can only have 1 Physics component. Choose one between BoxPhysics and CirclePhysics .
- The ion beam is not a real projectile :
ion_beam.rules
is referenced by theBeamEmitter
part component inion_beam_emitter.rules
to fetch the values it needs to work with this code :BeamEmitter : <./Data/shots/ion_beam/ion_beam.rules> { Type = BeamEmitter //... }