add some extra assets FX and SFX
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Assets/PixPlays/ElementalShields/README_Shields.md
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Assets/PixPlays/ElementalShields/README_Shields.md
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# Elemental Shields VFX Package, version 1.1.1
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01/12/2023
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© 2023-2033 - Pix Plays Studio
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IMPORTANT
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--------------------
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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 Shields and their accompanying effects.
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PREFABS
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--------------------
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They are located in theirs respective folders under "PixPlays/ElementalShields/"
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TESTING
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--------------------
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-To test the package open the “DemoShieldsScene” located in “PixPlays/ElementalShields/”
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-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
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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
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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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Demo Scene Scripts:
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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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"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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All shields are controlled by the main "Shield.cs" script and the specifics are derived onto:
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"WaterShield.cs","ParticleSystemShield.cs","EarthShield.cs".
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"Shield.cs"
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public bool IsPlaying: Determines if the shield is active. Prevents from activating again if its true, and prevents from deactivating again if its already false.
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private float [SerialzieField] _DeactivateAfter: Sets the timer in seconds when to deactivate the main GameObject once the Stop function has been called.
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"WaterShield.cs"
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[SerializeField] ParticleSystem HitEffectPrefab: Effect to spawn on shield hit.
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[SerializeField] Animation Anim: Animation component used to play the spawn and despawn animations.
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[SerializeField] AnimationClip _SpawnAnimation,_DespawnAnimation: References to animation clips to play.
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[SerializeField] ParticleSystem _WaterAdditionalParticles: Reference to additional particles to stop or play.
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"EarthShield.cs"
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[SerializeField] List<Rigidbody> _ShardRigidbodies: Reference to all the shards in the GameObject.
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[SerializeField] float _AnimSpeed: How fast should the spawn and despawn animation play.
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[SerializeField] AnimationCurve _AnimCurve: Controlls the tempo of the animation.
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[SerializeField] ParticleSystem _SpawnExplosionEffectPrefab: Ground explosion particle which plays when shards spawn.
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[SerializeField] Transform _RotationObjectOuter: Reference to the outer GameObject that contains shards.
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[SerializeField] Transform _RotationObjectInner: Reference to the inner GameObject that contains shards.
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[SerializeField] float _RotationSpeedOuter: How fast should the outer shards rotate.
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[SerializeField] float _RotationSpeedInner: How fast should the inner shards rotate.
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[SerializeField] Vector2 _ShardRadiusSpawn: The min and max radius of the shards spawn locations.
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[SerializeField] ParticleSystem _HitEffectPrefab: Effect to spawn on shield hit.
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[SerializeField] float _ShardScale: Controlls the scale of the shards.
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"ParticleSystemShield.cs"
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[SerializeField] ParticleSystem _ShieldEffect: The main effect ParticleSystem to Stop or Play.
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[SerializeField] ParticleSystem _HitEffectPrefab: Effect to spawn on shield hit.
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USAGE
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--------------------
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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 Shield script attached to the Shield Effect GameObject
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3. To stop call the Stop() function of the Shield script attached to the Shield Effect GameObject
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To help you see the functionality in the "DemoShieldsScene" there is a "VFXTesters.cs" script that demonstrates the functions.
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HELP?
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--------------------
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For any suggestions, problems, or help contact us at:
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pixplaysstudio@gmail.com
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THANK YOU FOR DOWNLOADING, WE HOPE YOU ENJOY OUR PACKAGE!
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PLEASE LEAVE A REVIEW OR RATE THE PACKAGE IF YOU FIND IT USEFUL!
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We will be very greatfull.
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RELEASE NOTES
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-------------
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1.1.0
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-Added a VfxSystem to better controll the effect.
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-Tweaked visuals of the Fire and Water shield to better match the style of other effects.
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1.0.0
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-Initial release
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