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Danmakufu Function Mapping
Tae Lim Kook edited this page May 4, 2016
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###Index
#Math Functions
Danmakufu Function | DanmakU Function | Notes |
---|---|---|
add | + | Standard C# operator * |
subtract | - | Standard C# operator * |
multiply | * | Standard C# operator * |
divide | / | Standard C# operator * |
remainder | No Equivalent | |
power | Mathf.Pow | |
min | Mathf.Min | |
max | Mathf.Max | |
log | Mathf.Log | |
log10 | Mathf.Log10 | |
cos | Mathf.Cos | |
sin | Mathf.Sin | |
tan | Math.Tan | |
acos | Mathf.Acos | |
asin | Mathf.Asin | |
atan | Mathf.Atan | |
atan2 | Mathf.Atan2 | |
rand | Random.Range | |
round | Mathf.Round, Mathf.RoundToInt | |
truncate | Mathf.FloorToInt | |
ceil | Mathf.Ceil, Mathf.CeilToInt | |
floor | Mathf.Floor | |
absolute | Mathf.Abs | |
modc | % | Standard C# operator |
* - can be used with Vectors as well (Vector addition, subtraction, scalar multiplication, and scalar division)
#Shot Functions
Danmakufu Function | DanmakU Function | Notes |
---|---|---|
DeleteShotAll | Projectile.DeactivateAll | |
DeleteShotInCircle | Currently no equivalent | |
CreateShotA1 | DanmakuField.FireLinear, AttackPattern.FireLinear | |
CreateShotA2 | DanmakuField.FireLinear, AttackPattern.FireLinear | Acceleration added via AccelerationController |
CreateShotOA1 | Currently no equivalent | |
CreateShotB1 | Currently no equivalent | |
CreateShotB2 | Currently no equivalent | |
CreateShotOB2 | Currently no equivalent | |
CreateLooseLaserA1 | Currently no equivalent | TO IMPLEMENT: Lasers |
CreateStraightLaserA1 | Currently no equivalent | TO IMPLEMENT: Lasers |
CreateCurveLaserA1 | Currently no equivalent | TO IMPLEMENT: Lasers |
SetShotIntersectionCircle | No equivalent | See here about collision detection |
SetShotIntersectionLine | No equivalent | See here about collision detection |
GetShotIdInCircleA1 | Currently no equivalent | |
GetShotIdInCircleA2 | Currently no equivalent | |
GetShotCount | Projectile.TotalCount, Projectile.ActiveCount | No distinction between player and enemy, so setting the target is not allowed |
SetShotAutoDeleteClip | DanmakuField.ClipBoundary | Is a ratio to field size, not absolute distance |
GetShotDataInfoA1 | No equivalent | Use other functions, fields, and properties |
StartShotScript | No equivalent |
#Object Functions ##General Object Functions
Danmakufu Function | DanmakU Function | Notes |
---|---|---|
Obj_Delete | Object.Destroy | |
Obj_IsDeleted | x == null | Destroyed UnityEngine.Objects will return true when null-checked |
Obj_SetVisible, Obj_IsVisible | renderer.enabled | Objects that can be drawn have a Renderer component. Enabling/disabling it toggles visibility. |
Obj_SetRenderPriority, Obj_SetRenderPriorityI, Obj_GetRenderPriority, Obj_GetRenderPriorityI | renderer.sortingLayerID, renderer.sortingOrder, renderer.sortingLayerName | Additional information on Sorting Layers, can also use Z coordinate of position for 3D objects |
Obj_GetValue, Obj_GetValueD, Obj_SetValue, Obj_SetValueD, Obj_DeleteValue, Obj_IsValueExists | No direct equivalent | Use the provided variables or make your own in your own custom scripts instead |
Obj_GetType | Object.GetType |
##Object Shot Functions
Danmakufu Function | DanmakU Function | Notes |
---|---|---|
ObjShot_Create | Projectile.Get | |
ObjShot_Regist | Projectile.Activate | |
ObjShot_SetAutoDelete | Projectile.BoundsCheck | |
ObjShot_FadeDelete | Currently no equivalent | |
ObjShot_SetDeleteFrame | Currently no equivalent | |
ObjShot_SetDelay | Currently no equivalent | |
ObjShot_SetSpellResist | Currently no equivalent | |
ObjShot_SetGraphic | Projectile.Sprite | |
ObjShot_SetSourceBlendType | Projectile.Material | Swapping material changes rendering behavior. * |
ObjShot_SetDamage | Projectile.Damage | |
ObjShot_SetPenetration | Currently no equivalent | |
ObjShot_SetEraseShot | No equivalent | See note below. ** |
ObjShot_SetSpellFactor | Currently no equivalent | |
ObjShot_ToItem | Currently no equivalent | |
ObjShot_AddShotA1 | ||
ObjShot_AddShotA2 | ||
ObjShot_SetIntersectionCircleA1 | Projectile.ColliderRaidus | See note about collision detection below. ** |
ObjShot_SetIntersectionCircleA2 | Projectile.ColliderRaidus, Projectile.ColliderOffset | See note about collision detection below. ** |
ObjShot_SetIntersectionLine | No equivalent | See note about collision detection below. ** |
ObjShot_SetIntersectionEnable | Projectile.CollisionCheck | |
ObjShot_SetItemChange | Currently no equivalent | |
ObjShot_GetDamage | Projectile.Damage | |
ObjShot_GetPenetration | Currently no equivalent | |
ObjShot_GetDelay | Currently no equivalent | |
ObjShot_IsSpellResist | Currently no equivalent | |
ObjShot_GetImageID | Projectile.Sprite | |
ObjLaser_SetLength | Currently no equivalent | TO IMPLEMENT: Lasers |
ObjLaser_SetRenderWidth | Currently no equivalent | TO IMPLEMENT: Lasers |
ObjLaser_SetIntersectionWidth | Currently no equivalent | TO IMPLEMENT: Lasers |
ObjLaser_SetGrazeInvalidFrame | Currently no equivalent | TO IMPLEMENT: Lasers |
ObjLaser_SetInvalidLength | Currently no equivalent | TO IMPLEMENT: Lasers |
ObjLaser_GetLength | Currently no equivalent | TO IMPLEMENT: Lasers |
ObjStLaser_SetAngle | Currently no equivalent | TO IMPLEMENT: Lasers |
ObjStLaser_GetAngle | Currently no equivalent | TO IMPLEMENT: Lasers |
ObjStLaser_SetSource | Currently no equivalent | TO IMPLEMENT: Lasers |
ObjCrLaser_SetTipDecrement | Currently no equivalent | TO IMPLEMENT: Lasers |