PatternData Resource
Namespace: SpaceUsurper
Inheritance: Object → HotloadedData → PatternData
Note
This resource type supports #include
, so it can inherit properties
from other resources of the same type.
Properties
Name | Description |
---|---|
#include |
(Inherited from HotloadedData<PatternData>) |
advanceImmediately |
If true, update the bullet pattern immediately (shoot first volley, so subsequent actions can affect its bullets). |
aimMode |
|
aimSpeed |
|
alwaysTargetClosestPlayer |
|
angleOffset |
Amount of degrees to offset current bullet's angle. |
arcAngle |
What angle to spread spokes over (when 0 or 360, use the whole circle). |
arcEasingType |
How the bullets in an arc are laid out. |
attachChildBulletsToBulletAnchor |
If true, bullets in this pattern will have their parent bullet set to this pattern's bullet anchor, if it exists. |
autoUpdateTargetPlayer |
|
behaviour |
|
bulletIndex |
Decides which bullet is used for a given shot. |
bulletLifetimeMultiplier |
Amount to scale each bullet's lifetime by. |
bullets |
The paths of the different bullets used in the pattern. |
bulletSizeMultiplier |
Amount to scale each bullet's size by. |
bulletVelocityMultiplier |
Amount to scale each bullet's velocity by. |
changeTargetPlayerOnDeath |
In co-op, should this pattern pick a new target player if the old target dies. |
chargeColor |
|
chargeColorEasingType |
|
chargeLookLerpPercent |
How quickly the pattern's anchor core looks in the aim direction while charging. |
chargeLookPercent |
How far the pattern's anchor core looks in the aim direction while charging. |
constantRotation |
If true, handle rotation every update, instead of only when firing a volley. |
customBulletAngle |
The angle of a given bullet in an custom pattern. |
customBulletPos |
The position of a given bullet in an custom pattern. |
customPatternPos |
The position of the pattern for the current volley, for a custom pattern. |
debugText |
|
debugVector |
|
despawnChildBulletsWhenFinished |
If true, remove all bullets we've fired when we finish for any reason. |
despawnWhenAnchorInactive |
If true, remove pattern if the anchor doesn't exist any longer (defaults to true). |
dragBullets |
Whether bullets of this pattern move with the pattern itself in addition to their own movement. |
fanAngle |
Degrees between each bullet, only used for fan pattern shape (defaults to 30f). |
fanSubdivide |
Number of fan bullets each 'spoke' should have. |
hitSelfPixels |
If true, bullets in this pattern can collide with the same pxc that spawned it. |
ignoreCollision |
Units that this pattern should ignore collision with. |
impulseVelocity |
Amount to add to bullet's starting impulse velocity. |
inheritAnchorAngle |
Whether this pattern's angle is set to anchor angle, when attached. |
kickbackLerpPercent |
How fast the kickback lerps. |
kickbackPercent |
How far in the reverse direction the shootLookPercent is adjusted each volley. |
kickbackTime |
How long the kickback lasts for. |
linkVolleyBullets |
If true, all bullets in a volley will despawn if any of them despawn. |
maxVibrationDist |
|
name |
|
numBulletsAddition |
Number of bullets to add or subtract from each volley. |
numBulletsInVolley |
|
numVolleys |
The number of volleys to shoot before finishing. If 0, don't stop until the parent tells it to. |
numVolleysAddition |
Number of volleys to add or subtract. |
numVolleysPerShootSfx |
How many volleys have to happen before playing each shoot sfx. |
parallelForce |
Sideways force to spread out bullets that head in the same direction, only used for parallel pattern shape (applies impulse force to bullets). |
parallelSpread |
Sideways spread for bullets that head in the same direction, only used for parallel pattern shape. |
parallelSubdivide |
Number of parallel bullets each 'spoke' should have. |
patternShape |
Spokes: spread bullets out along the arc angle (default = full circle), Custom: specify the position and angle of each bullet. |
positionOffset |
Amount to offset current bullet's position. |
precacheTextures |
(Inherited from HotloadedData<PatternData>) |
properties |
|
recoil |
Force that's applied to the player/unit for each volley. Only applies when Player.AddPattern is called, not for patterns fired from player guns. "shoot_force" physics element must be defined. |
rotateBulletAngles |
If false, only rotates the position of anchored bullets, not their orientation. |
rotateBullets |
Whether the rotation of this pattern modifies the position of child bullets. |
rotateWithAnchor |
Whether rotation applied to the anchor affects this pattern's rotation. |
rotationSpeed |
|
sfxCharge |
|
sfxFinish |
|
sfxStart |
|
sfxVolley |
|
sfxVolleyPitchFactor |
|
sfxVolleyVoiceLimit |
|
sfxVolleyVolumeFactor |
|
shootColor |
|
shootColorEasingType |
|
shootColorPercent |
|
shootColorTime |
|
shootDelay |
The amount of time each volley (after the first) will be delayed from the previous volley. |
shootDelayMultiplier |
Amount to scale the pattern's shootDelay by. |
shootEffectPattern |
The bulletpattern that is fired whenever a volley is shot. |
shootFinishLookTime |
How long to stay looking in the aim direction after shooting all volleys. |
shootLookLerpPercent |
How quickly the pattern's anchor core looks in the aim direction each volley. |
shootLookPercent |
How far the pattern's anchor core looks in the aim direction each volley. |
shootTime |
How long each shot volley affects the core. |
shouldOverrideStatusEffect |
Decides if the current bullet should be overridden with a status effect. |
shouldShoot |
Whether the current bullet that will be shot, should actually be shot or not (defaults to true). |
shouldUseSingleStatusEffect |
Set to true to select from statusPaths instead of assigning all to cycling status bullet. |
startAngle |
If set, overrides default or target starting angle. |
startDelay |
The amount of time the first volley will be delayed. |
statusIndex |
Which status from statusPaths to use. |
statusLevel |
The amount of status levels to add. Takes precedence over BulletData.statusLevel. |
statusPaths |
The status effects that can be used to override. |
targetAimAngle |
|
targetPlayerUpdatePeriod |
|
torque |
Rotation force applied to units. |
useAnchorPos |
If true, pattern position is continuously set to anchor position (defaults to true). |
useRawDeltaTime |
Ignore time-scaling. |
velocity |
Amount to add to bullet's starting velocity. |
vibrationEasingType |
|
vibrationHorizThreshold |
|
vibrationStrength |
Amount to vibrate at position of pattern, each volley. |
vibrationTime |
|
waitForBulletsToDespawn |
If true, wait for all fired bullets to despawn before removing pattern, else only wait until all have been fired. |
Handlers
Name | Description |
---|---|
onBullet |
Called only once per bullet group in a volley (can contain multiple subdivided bullets). |
onCharge |
Called by PixelGroup, not BulletPattern - you have access to pixelgroup params, not pattern params. |
onEachBullet |
Called whenever the pattern creates a new bullet, set to 'currentBullet' property. |
onFinish |
|
onStart |
|
onUpdate |
|
onVolley |
Script Parameters
Note
These parameters are available for you to use while writing scripts inside of a resource of this type.
Name | Description |
---|---|
anchorFacingAngle |
The current angle of this pattern's anchor, if any. Type: Single |
anchorVel |
The current velocity of this pattern's anchor, if any. Type: Vector2 |
bulletAngle |
The start angle of the most recent bullet this pattern shot. Type: Single |
bulletNum |
The bullet num of the current volley. Type: Int32 |
bulletPos |
The start position of the most recent bullet this pattern shot. Type: Vector2 |
campaignIndex |
The stage's index in the campaign. Type: Int32 |
corePos |
The position of the pixelgroup this pattern is anchored to, if any. Type: Vector2 |
currentBullet |
To be used in the BulletPattern.onBullet callback. Type: Bullet |
currentBulletEntity |
Type: BulletEntity |
dt |
In-game time since the last update (1/60s), modified by timescale. Type: Single |
dtRaw |
In-game time since the last update (1/60s), unaffected by timescale changes. Type: Single |
fanNum |
The index of the current bullet inside a fan subdivision. Type: Int32 |
lastBulletPos |
The start position of the previous bullet this pattern shot. Type: Vector2 |
level |
An optional variable that can be used to set an Int when creating a pattern (eg. for having increasing difficulty levels of a pattern) Type: Int32 |
loopNum |
Type: Int32 |
numBullets |
The total number of bullets in this volley. Type: Int32 |
numVolleys |
The total number of volleys in this pattern. Type: Int32 |
parallelNum |
The index of the current bullet inside a parallel subdivision. Type: Int32 |
path |
The path of this pattern's config data. Type: DataPath<PatternData> |
pattern |
This pattern. Type: BulletPattern |
patternAngle |
The angle this pattern is facing. Type: Single |
patternDir |
The direction this pattern is facing. Type: Vector2 |
patternPos |
The position of this pattern. Type: Vector2 |
patternStartPos |
The start position of this pattern. Type: Vector2 |
patternTime |
The elapsed time of this pattern. Type: Single |
player |
Currently targeted player. Type: Player |
players |
List of all players. Type: Player[] |
rand |
Type: Rand |
ropeCurrLength |
Type: Single |
ropeNumSprings |
Type: Int32 |
ropeSpringNum |
Type: Int32 |
ropeTotalLength |
Type: Single |
sizeMultiplier |
The size multiplier to apply to every bullet this pattern fires. Type: Single |
stage |
The currently playing stage. Type: GameStage |
stageHeight |
The height of the arena. Type: Single |
stagePath |
The location of this stage's config data. Type: String |
stageSize |
The size of the arena. Type: Vector2 |
stageTime |
The elapsed time for the current run. Type: Single |
stageWidth |
The width of the arena. Type: Single |
this |
This pattern. Type: BulletPattern |
volleyNum |
The volley num of the pattern. Type: Int32 |
xMax |
The right boundary of the arena. Type: Single |
xMin |
The left boundary of the arena. Type: Single |
yMax |
The upper boundary of the arena. Type: Single |
yMin |
The lower boundary of the arena. Type: Single |
$version |
Alias of stage.GetScriptVersion(FILE) Type: Int32 |
averageMoveInputPercent |
Alias of stage.PlayerHandler.AverageMoveInputPercent Type: Single |
averagePlayerPos |
Alias of stage.AveragePlayerPos Type: Vector2 |
averagePlayerVel |
Alias of stage.AveragePlayerVel Type: Vector2 |
averageShootInputPercent |
Alias of stage.PlayerHandler.AverageShootInputPercent Type: Single |
debugToggle |
Alias of stage.MiscDebugToggle Type: Boolean |
difficulty |
Alias of stage.Difficulty Type: Single |
diffInt |
Alias of stage.DifficultyInt Type: Int32 |
floatVar |
Alias of pattern.FloatVar Type: Single |
hasParentBullet |
Alias of pattern.HasParentBullet Type: Boolean |
intVar |
Alias of pattern.IntVar Type: Int32 |
isDocked |
Alias of stage.IsDocked Type: Boolean |
isGameOver |
Alias of stage.IsGameOver Type: Boolean |
isPaused |
Alias of stage.IsPaused Type: Boolean |
isPlayerCollidingWithPixel |
Alias of player.IsCollidingWithPixel Type: Boolean |
isSwitch |
Alias of stage.IsSwitch Type: Boolean |
lastVolleyTime |
Alias of pattern.LastVolleyShootTime Type: Single |
maxPlayerInvulnPercent |
Alias of stage.MaxPlayerInvulnPercent Type: Single |
nspc |
Alias of pattern.NumShotPatternsConstant Type: Int32 |
numAlivePlayers |
Alias of stage.AlivePlayerCount Type: Int32 |
numChildBullets |
Alias of pattern.NumChildBullets Type: Int32 |
numPlayers |
Alias of stage.PlayerCount Type: Int32 |
numShotPatterns |
Alias of stage.NumShotPatterns Type: Int32 |
numShotPatternsConstant |
Alias of pattern.NumShotPatternsConstant Type: Int32 |
numSpawnedPatterns |
Alias of stage.NumSpawnedPatterns Type: Int32 |
numSpawnedPatternsConstant |
Alias of pattern.NumSpawnedPatternsConstant Type: Int32 |
numUnits |
Alias of stage.UnitHandler.NumActiveUnits Type: Int32 |
parentBullet |
Alias of pattern.ParentBullet Type: Bullet |
patternNum |
Alias of pattern.PatternNum Type: Int32 |
patternProgress |
Alias of pattern.PatternProgress Type: Single |
patternStartTime |
Alias of pattern.StartTime Type: Single |
PI |
Alias of 3.141593 Type: Single |
playerAimAngle |
Alias of player.Input.AimAngle Type: Single |
playerAimDir |
Alias of player.Input.AimDirection Type: Vector2 |
playerAimInputPercent |
Alias of player.Input.AimInputPercent Type: Single |
playerAimVector |
Alias of player.Input.AimVector Type: Vector2 |
playerBodyColorA |
Alias of player.Body.BodyColorA Type: Color |
playerBodyColorB |
Alias of player.Body.BodyColorB Type: Color |
playerBodyColorC |
Alias of player.Body.BodyColorC Type: Color |
playerBodyOpacity |
Alias of player.Body.BodyOpacity Type: Single |
playerBodySize |
Alias of player.Body.Size Type: Vector2 |
playerBodyWidthMods |
Alias of player.Body.WidthMods Type: Vector2 |
playerBoostPercent |
Alias of player.BoostPercent Type: Single |
playerBrakeInputPercent |
Alias of player.Input.BrakeInputPercent Type: Single |
playerBrakePercent |
Alias of player.Body.BrakePercent Type: Single |
playerDamageBonus |
Alias of player.DamageBonus Type: Single |
playerDeathPercent |
Alias of player.DeathPercent Type: Single |
playerFacingAngle |
Alias of player.Body.FacingAngle Type: Single |
playerFacingDir |
Alias of player.Body.FacingDirection Type: Vector2 |
playerGrazePercent |
Alias of player.Health.GrazePercent Type: Single |
playerGrazePos |
Alias of player.Health.GrazePos Type: Vector2 |
playerGunAngle |
Alias of player.GunHandler.AimAngle Type: Single |
playerGunDir |
Alias of player.GunHandler.AimDirection Type: Vector2 |
playerGunPos |
Alias of player.GunHandler.Position Type: Vector2 |
playerGunSize |
Alias of player.GunHandler.Size Type: Vector2 |
playerGunWidthMods |
Alias of player.GunHandler.WidthMods Type: Vector2 |
playerIgnoreBulletDamage |
Alias of player.IgnoreBulletDamage Type: Boolean |
playerIgnoreLaserDamage |
Alias of player.IgnoreLaserDamage Type: Boolean |
playerInvulnPercent |
Alias of player.Health.InvulnPercent Type: Single |
playerIsDead |
Alias of player.IsDead Type: Boolean |
playerIsDying |
Alias of player.IsDying Type: Boolean |
playerIsIntangible |
Alias of player.IsIntangible Type: Boolean |
playerIsInvuln |
Alias of player.Health.IsInvulnerable Type: Boolean |
playerLastHitBullet |
Alias of player.Health.BulletDamageSource Type: DataPath<BulletData> |
playerLastHitSourceIsBullet |
Alias of player.Health.PlayerLastDamageSourceIsBullet Type: Boolean |
playerLastHitUnit |
Alias of player.Health.UnitDamageSource Type: DataPath<UnitData> |
playerLastPos |
Alias of player.Movement.LastPos Type: Vector2 |
playerLastStatusActivated |
Alias of player.StatusEffectHandler.LastStatusActivatedPath Type: DataPath<StatusEffectData> |
playerLastStatusLevelChangedAmount |
Alias of player.StatusEffectHandler.LastStatusLevelChangedAmount Type: Int32 |
playerLastStatusLevelChangedPath |
Alias of player.StatusEffectHandler.LastStatusLevelChangedPath Type: DataPath<StatusEffectData> |
playerMoveDelta |
Alias of player.Movement.MoveDelta Type: Vector2 |
playerMoveInputPercent |
Alias of player.Input.MoveInputPercent Type: Single |
playerMoveVector |
Alias of player.Input.MoveVector Type: Vector2 |
playerNumTimesPreventedDeath |
Alias of player.Health.NumTimesPreventedDeath Type: Int32 |
playerPixelLastCollisionTime |
Alias of player.LastPixelCollisionTime Type: Single |
playerPos |
Alias of player.Movement.Position Type: Vector2 |
playerRecoilPercent |
Alias of player.GunHandler.MaxRecoilPercent Type: Single |
playerSelectedStatusPath |
Alias of player.StatusEffectHandler.SelectedStatusPath Type: DataPath<StatusEffectData> |
playerShootInputPercent |
Alias of player.Input.ShootInputPercent Type: Single |
playerVel |
Alias of player.Movement.Velocity Type: Vector2 |
playerVelPercent |
Alias of player.Movement.VelocityPercent Type: Single |
pn |
Alias of pattern.PatternNum Type: Int32 |
pp |
Alias of pattern.PatternProgress Type: Single |
rawStageTime |
Alias of stage.RawFixedElapsedTime Type: Single |
song |
Alias of stage.SongHandler.Song Type: Song |
stageBaseBgColor |
Alias of stage.BaseBgColor Type: Color |
stageBgColor |
Alias of stage.BgColor Type: Color |
stageBounds |
Alias of stage.Bounds Type: Rect |
stageCenter |
Alias of stage.BoundsCenter Type: Vector2 |
stageProgress |
Alias of stage.ScoringHandler.Progress Type: Single |
stageState |
Alias of stage.BehaviourHandler.CurrentState Type: String |
timeScale |
Alias of stage.TimeScaleHandler.CurrentTimeScale Type: Single |
timeSinceVolley |
Alias of pattern.TimeSinceLastVolley Type: Single |
vectorVar |
Alias of pattern.VectorVar Type: Vector2 |