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Class NailTink

When the player hits an object with this component attached, it will cause a nail parry to occur

Inheritance
object
Object
Component
Behaviour
MonoBehaviour
NailTink
Implements
IHittable
Namespace: WeaverCore.Components
Assembly: WeaverCore.dll
Syntax
public class NailTink : MonoBehaviour, IHittable

Fields

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TinkEffectPrefab

Declaration
[Tooltip("The tink prefab that is spawned when the player hits this object")]
public GameObject TinkEffectPrefab
Field Value
Type Description
GameObject
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TinkSound

Declaration
[Tooltip("The sound that is played when the player hits this object")]
public AudioClip TinkSound
Field Value
Type Description
AudioClip
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TinkSoundPitch

Declaration
[Tooltip("The pitch of the tink sound")]
public float TinkSoundPitch
Field Value
Type Description
float
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TinkSoundVolume

Declaration
[Tooltip("The volume of the tink sound")]
public float TinkSoundVolume
Field Value
Type Description
float

Methods

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Hit(HitInfo)

Called when the player hits the object

Declaration
public bool Hit(HitInfo hit)
Parameters
Type Name Description
HitInfo hit

Information about how the player hit the object

Returns
Type Description
bool

Returns whether the hit was a valid hit or not

Events

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OnTink

Declaration
public event Action<IHittable, HitInfo> OnTink
Event Type
Type Description
Action<IHittable, HitInfo>

Implements

IHittable

Extension Methods

ReflectionUtilities.ReflectCallMethod(object, string, object[], BindingFlags)
ReflectionUtilities.ReflectGetField(object, string, BindingFlags)
ReflectionUtilities.ReflectGetMethod(object, string, BindingFlags)
ReflectionUtilities.ReflectGetProperty(object, string, BindingFlags)
ReflectionUtilities.ReflectSetField(object, string, object, BindingFlags)
ReflectionUtilities.ReflectSetProperty(object, string, object, BindingFlags)
CoroutineUtilities.RunCoroutineWhile<T>(T, IEnumerator, Func<bool>)
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