add some extra assets FX and SFX
This commit is contained in:
BIN
Assets/PixPlays/ElementalAOE/DemoAOEScene_BuiltIn.unity
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Assets/PixPlays/ElementalAOE/DemoAOEScene_BuiltIn.unity
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Assets/PixPlays/ElementalAOE/DemoAOEScene_BuiltIn.unity.meta
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Assets/PixPlays/ElementalAOE/EarthAOE/Animations.meta
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8
Assets/PixPlays/ElementalAOE/EarthAOE/Shaders.meta
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Assets/PixPlays/ElementalAOE/README_Aoe.md
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# Elemental AOE VFX Package, version 1.0.1
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||||
24/09/2024
|
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© 2023-2033 - Pix Plays Studio
|
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IMPORTANT
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||||
--------------------
|
||||
Extract the package cooresponding to the Render Pipeline in your project!
|
||||
|
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Asset is compatible with URP.
|
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This package contains 4 Elemental AOE and their accompanying effects.
|
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PREFABS
|
||||
--------------------
|
||||
They are located in theirs respective folders under "PixPlays/ElementalAOE/"
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TESTING
|
||||
--------------------
|
||||
-To test the package open the “DemoAOEScene” located in “PixPlays/ElementalAOE/”
|
||||
-Press the "Activate" button key to activate effects.
|
||||
|
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SCRIPTS
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--------------------
|
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VfxSystem
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Includes a VfxSystem. The system is designed to controll all types of VFX. It is made up from the scripts in the
|
||||
PixPlays/Components/Scripts/VfxSystem folder.
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"VfxData.cs" is used as a common class to keep the Vfx data needed to display and controll the effect correctly.
|
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- float _duration the lifetime of the effect
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- float _radius the radius of the effect if the effect is using a radius (Aoe effect). Ignored for effect that dont (ex. Projectile effect)
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- Transform _sourceTransform The source of the Vfx, the point from where it is cast.
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- Transform _targetTransform The target of the Vfx, the point to where it should point or go to.
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- Vector3 _sourcePos The static source of the Vfx,
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- Vector3 _targetPos The static target of the Vfx,
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- Vector3 Source Returns the position of the _sourceTransform if assigned else returns _sourcePos;
|
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- Vector3 Target Returns the position of the _targetTransform if assigned else returns _targetPos;
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The base class "BaseVfx.cs" is used to play and stop as well as dispose of effects.
|
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- float _SafetyDestroy Destroy the object after a certan time in case user error keeps it active.
|
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- float _DestroyDelay Wait for effect to finish stopping before destroying the GameObject
|
||||
- VfxData _data The data used to controll and set the parameters of the vfx such as Duration, Scale, Source, Target.
|
||||
-Play(VfxData data) is used to play the vfx.
|
||||
-Stop() is used to stop the effect
|
||||
From the "BaseVfx.cs" class we have derived specific effect classes to controll various typs of VFX.
|
||||
|
||||
"LocationVfx.cs" is the class used for single location effects. The effects that dont need to move. (ex. Aoe effect)
|
||||
|
||||
"ProjectileVfx.cs" is the class used for projectile effect. It has a Cast, Hit, and Projectile parameter. It controlls the movement of the projectile through space.
|
||||
|
||||
"Shield.cs" is a class used to controll various Shield type effects.
|
||||
|
||||
"BeamVfx.cs" is a class used to controll various Beam type effects;
|
||||
|
||||
"VfxReference.cs" a reference script used as a base in order to store various types of different references of effect.Like PlayableDirector, ParticleSystem. Controll the vfx by Play() and Stop() functions that are defined in inherited scripts.
|
||||
|
||||
"ParticleSystemVfx.cs" is a script used to store a ParticleSystem as a Vfx reference.
|
||||
|
||||
"PlayableVfx.cs" is a script used to store a PlayableDirector as a Vfx reference.
|
||||
|
||||
"ParticleSystemScaleLifetime.cs" is used as an extention to a ParticleSystem to extend the lifetimes of the particles depending on the Object scale. The particle system must be scaled in Local space.
|
||||
|
||||
"ParticleSystemStartStopLifetime.cs" is used as an extention to a ParticleSystem to modify the Lifetime of the particles when Playing and Stopping the system to different values.
|
||||
|
||||
"TrailScaleWithHierarchy.cs" is used as an extention to a TrailRenderer to modify the Width of the trail depenging on the Objects scale x value.
|
||||
|
||||
Demo Scene Scripts:
|
||||
Included are also scripts for controlling the character and the Vfx:
|
||||
|
||||
"BindingPoints.cs" is used to assign Transform points to BindingPointTypes which are returned depending on the spell configuration.
|
||||
"Character.cs" is used to controll the characters animation, Target, and BindingPoints.
|
||||
|
||||
"VFXTester.cs" is a script used to instantiate and display various effects. It is the main class used to Demo the effects.
|
||||
|
||||
USAGE
|
||||
--------------------
|
||||
1. Place the effect on the scene (Either by instantiating or by having it already present)
|
||||
2. Call the Play() function of the BaseVfx script attached to the Effect GameObject
|
||||
3. To stop call the Stop() function of the BaseVfx script attached to the Effect GameObject
|
||||
|
||||
To help you see the functionality in the "DemoAOEScene" there is a "VFXTesters.cs" script that demonstrates the functions.
|
||||
|
||||
|
||||
HELP?
|
||||
--------------------
|
||||
For any suggestions, problems, or help contact us at:
|
||||
support@pixplays.studio
|
||||
|
||||
THANK YOU FOR DOWNLOADING, WE HOPE YOU ENJOY OUR PACKAGE!
|
||||
PLEASE LEAVE A REVIEW OR RATE THE PACKAGE IF YOU FIND IT USEFUL!
|
||||
We will be very greatfull.
|
||||
|
||||
RELEASE NOTES
|
||||
-------------
|
||||
1.0.0
|
||||
-Initial release
|
||||
|
||||
|
||||
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Reference in New Issue
Block a user