🤯MExplosion
1.4.2c
Last updated
1.4.2c
Last updated
This is a component you can add to a gameobject to have an explosion of force.
As of 1.4.2c you will need to trigger a particle effect separately when this begins.
When enabled the explosion begins at the start
The radius of the explosion
The life of the explosion in seconds. After this time has elapsed the gameobject is destroyed
Muliplies the AddExplosionForce method. The default is 0
Allows the damager to apply a reaction to the animal that is damaged if true
Allows for a custom reaction to apply if React (as above) is true
Allows the explosion to activate interactables if true
if Interact is true, which ID should it interact with
Which Effect should play on impact? The gameobject will be activated, whereas if a prefab, it will be instantiated
The default audio clip to play when the explosion hits another object
Custom hit effects to use if the gameobject being damaged as different surface ID's
The timer to destroy the hit effect as above. If 0, the effect will not be destroyed
Different properties to allow the animator to be stopped when hit. Useful for adding some juice to being hit!
The audio source of the explosion
Invoked when the explosion hit any object. It returns what transform was hit
Invoked when the explosion hit any object. It returns the vector3 position of the Hit-Point
Invoked if the object hit has an Interactable component. It returns the ID value of the Interaction
Invoked when the Attack Trigger changes its profile.
Properties can be viewed here: