add some extra assets FX and SFX
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@@ -173,6 +173,7 @@ public class healthEditor : Editor
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SerializedProperty useDamageHitReaction;
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SerializedProperty mainDamageHitReactionSystem;
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SerializedProperty sendDamageToReactionSystemIfShieldSystemActive;
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SerializedProperty debugDamageSourceTransform;
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@@ -388,6 +389,7 @@ public class healthEditor : Editor
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useDamageHitReaction = serializedObject.FindProperty ("useDamageHitReaction");
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mainDamageHitReactionSystem = serializedObject.FindProperty ("mainDamageHitReactionSystem");
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sendDamageToReactionSystemIfShieldSystemActive = serializedObject.FindProperty ("sendDamageToReactionSystemIfShieldSystemActive");
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debugDamageSourceTransform = serializedObject.FindProperty ("debugDamageSourceTransform");
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@@ -564,14 +566,15 @@ public class healthEditor : Editor
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GUILayout.BeginVertical ("Damage Hit Reaction Settings", "window");
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EditorGUILayout.PropertyField (useDamageHitReaction);
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EditorGUILayout.PropertyField (sendDamageToReactionSystemIfShieldSystemActive);
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EditorGUILayout.PropertyField (mainDamageHitReactionSystem);
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GUILayout.EndVertical ();
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EditorGUILayout.Space ();
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GUILayout.BeginVertical ("Block Damage Settings", "window");
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GUILayout.Label ("Block Damage Active\t\t " + blockDamageActive.boolValue);
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GUILayout.Label ("Block Damage Amount\t " + blockDamageProtectionAmount.floatValue);
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GUILayout.Label ("Block Damage Active\t\t" + blockDamageActive.boolValue);
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GUILayout.Label ("Block Damage Amount\t\t" + blockDamageProtectionAmount.floatValue);
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EditorGUILayout.PropertyField (useEventsOnDamageBlocked);
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if (useEventsOnDamageBlocked.boolValue) {
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