Class StrikeSequenceDef
Individually timed and scattered impacts for a single cast.
public sealed class StrikeSequenceDef
- Inheritance
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StrikeSequenceDef
- Inherited Members
Constructors
StrikeSequenceDef(DamageDef, ProjectileDef, int, float, float, float, int, Vec2, bool, bool)
Creates a strike sequence with separately scheduled hits.
public StrikeSequenceDef(DamageDef damage, ProjectileDef projectile, int count, float interval, float delay = 0, float scatterRadius = 0, int placementAttempts = 1, Vec2 launchOffset = default, bool targetsFlying = true, bool targetsGround = true)
Parameters
damageDamageDefprojectileProjectileDefcountintintervalfloatdelayfloatscatterRadiusfloatplacementAttemptsintlaunchOffsetVec2targetsFlyingbooltargetsGroundbool
Properties
Count
Strike count.
public int Count { get; }
Property Value
Damage
Damage evaluated independently at each impact.
public DamageDef Damage { get; }
Property Value
Delay
Delay before the first launch.
public float Delay { get; }
Property Value
Interval
Delay between launches.
public float Interval { get; }
Property Value
LaunchOffset
Launch offset relative to each impact point.
public Vec2 LaunchOffset { get; }
Property Value
PlacementAttempts
Maximum placement attempts per strike, followed by the validated center.
public int PlacementAttempts { get; }
Property Value
Projectile
Travel settings for each strike.
public ProjectileDef Projectile { get; }
Property Value
ScatterRadius
Ellipse radius used for seeded scatter.
public float ScatterRadius { get; }
Property Value
TargetsFlying
Allows airborne recipients.
public bool TargetsFlying { get; }
Property Value
TargetsGround
Allows ground recipients.
public bool TargetsGround { get; }