add some extra assets FX and SFX
This commit is contained in:
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Assets/PixPlays/ElementalBeams/DemoBeamsScene_BuiltIn.unity
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Assets/PixPlays/ElementalBeams/DemoBeamsScene_BuiltIn.unity
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# Elemental Beams 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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||||
--------------------
|
||||
If your project is using URP, extract the package found inside named ElementalAoe_URP
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If you have no need for Built In or URP render pipelines, it is safe to delete the folders tagged with _BuiltIn or _URP depending on which version you want to remove from the project
|
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Asset is compatible with URP and Built In Render Pipeline.
|
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This package contains 4 Elemental Beams and their accompanying effects.
|
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|
||||
PREFABS
|
||||
--------------------
|
||||
They are located in theirs respective folders under "PixPlays/ElementalBeams/"
|
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|
||||
TESTING
|
||||
--------------------
|
||||
-To test the package open the “DemoBlastsScene” located in “PixPlays/ElementalBeams/”
|
||||
-Press the "Activate" button key to activate effects.
|
||||
|
||||
SCRIPTS
|
||||
--------------------
|
||||
VfxSystem
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|
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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 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
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- VfxData _data The data used to controll and set the parameters of the vfx such as Duration, Scale, Source, Target.
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-Play(VfxData data) is used to play the vfx.
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-Stop() is used to stop the effect
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From the "BaseVfx.cs" class we have derived specific effect classes to controll various typs of VFX.
|
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"LocationVfx.cs" is the class used for single location effects. The effects that dont need to move. (ex. Aoe effect)
|
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"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.
|
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"Shield.cs" is a class used to controll various Shield type effects.
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"BeamVfx.cs" is a class used to controll various Beam type effects;
|
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"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.
|
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"ParticleSystemVfx.cs" is a script used to store a ParticleSystem as a Vfx reference.
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"PlayableVfx.cs" is a script used to store a PlayableDirector as a Vfx reference.
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"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.
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"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.
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"TrailScaleWithHierarchy.cs" is used as an extention to a TrailRenderer to modify the Width of the trail depenging on the Objects scale x value.
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|
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Demo Scene Scripts:
|
||||
Included are also scripts for controlling the character and the Vfx:
|
||||
|
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"BindingPoints.cs" is used to assign Transform points to BindingPointTypes which are returned depending on the spell configuration.
|
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"Character.cs" is used to controll the characters animation, Target, and BindingPoints.
|
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|
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"VFXTester.cs" is a script used to instantiate and display various effects. It is the main class used to Demo the effects.
|
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|
||||
USAGE
|
||||
--------------------
|
||||
1. Place the effect on the scene (Either by instantiating or by having it already present)
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2. Call the Play() function of the BaseVfx script attached to the Effect GameObject
|
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3. To stop call the Stop() function of the BaseVfx script attached to the Effect GameObject
|
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|
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To help you see the functionality in the "DemoBeamsScene" there is a "VFXTesters.cs" script that demonstrates the functions.
|
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|
||||
|
||||
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
|
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-Initial release
|
||||
|
||||
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Reference in New Issue
Block a user