MAttack Trigger
Overview
This component is the default damager used with colliders to do damage to the characters.
It requires a collider set as a trigger. By default, it will create a box collider when this component is added to a gameobject.
This component works heavily with the Attack Trigger Behaviour. Which Activate the Attack trigger via Animator Behaviours:
General
Trigger
Reference for the Collider needed by this component. This is a required field*
Active
Enable/Disable the Damager.
Index
Index of the Damager. Often used by the Animator to know which Attack Trigger to enable/disable via an Animation.
Usually, the Animals have more than one Attack Trigger: Horns, Mouth, Claws, Feet, Swords... Each Attack can use this index to activate the proper Damager while making the animation.
Hit Layer
Layers to interact with objects. By Default is set that affects only the Animal Layer.
Trigger Interaction
Set the Interaction that the Damager will have with Triggers.
Don't hit Owner
When the Damager is using Raycast or OnTriggerEnter, sometimes it can register colliders inside the same hierarchy the Damager is. When this option is enabled, these colliders will be ignored.
Owner
By default, the Owner is the Root of the hierarchy. But it can be set Manually to another gameobject. If this value is set to null, it will be set again to the Root of the hierarchy.
Damager Profiles
Profiles can change the way an Attack Trigger interacts with any Object. Use this to override values of an Attack Trigger depending the Animation is playing. It can be used to create cool finishing Moves of a Combo attack. The final blow can push the Animal Hitted and it can cause twice the damage:
The values inside the Profiles are the same parameters you can override in the Attack Trigger component.
Use the Index of the Profile to activate it. When the Animation Ends the Profile will be restored and the Default values will be applied on the next Attack Trigger Activation
Damage
When a Damager registers a collider, it will find any MDamageable Component on its hierarchy and it will apply all the modifications necessary to that gameobject
Stat
Which StatID do you want to modify and what do you want to do to it? There are various values in the drop-down.
Min/Max
The minimum and maximum values to modify the stat. If set as the same then it will obviously be a static value.
Pure Damage
If this parameter is set to true the Damager Receiver (MDamageable) will ignore its default multiplier. Resulting in pure damage.
Element
Type of Element that this Weapon/Attack Trigger can inflict e.g. Fire, Ice, etc.
Chance
The critical damage will apply a chance to increase or decrease the final value of the Stat modifier. Probability of making critical damage.
Multiplier
The Stat Modifier value will be multiplied by this value if the critical chance is true.
Extras
Min/Max Force
When a Damager registers a collider, it will apply a force to the attached rigidbody. You can set the Min and Max Force here.
Force Mode
Type of force to apply on the ApplyForce() method.
React
The Damager receiver will apply its default Reaction .
Custom Reaction
You can set your own custom reaction here. This will override the Damager Receiver default reaction.
Interact
If the Damage Receiver has any Interactable component attached it will send an interaction using the InteractorID value.
InteractorID
Index to send to the Interactable.
Hit Effect
This Gameobject will be enabled on impact. If it's a Prefab, it will be instantiated.
Animator Stop Time
Time the Animator will be stopped. If it's zero, stopping the animator is ignored.
Animator Speed
Value of the Animator Speed when it's stopped
Animator
If there's an Animator Controller, it will be stopped
Events
On Hit (Transform)
Invoked when the AttackTrigger hit something. Returns the Damager Receiver Transform as Parameter
On Hit Position (Vector3)
Invoked when the AttackTrigger hit something. Returns the position of the hit on the Damager receiver
On Hit Interactable (int)
Invoked when the Damage Receiver is an Interactable. Returns the Interactable ID as Parameter
On Profile Changed (Int)
Invoked when the damage profile changes
On Attack Begin
Invoked when the Attack Trigger is enabled
On Attack End
Invoked when the Attack Trigger is enabled
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