MExplosion
1.4.2c
Overview
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.
General
On Start
When enabled the explosion begins at the start
Radius
The radius of the explosion
Life
The life of the explosion in seconds. After this time has elapsed the gameobject is destroyed
Damage
Properties can be viewed here: Damage
Extras
Upward Modifier
Muliplies the AddExplosionForce method. The default is 0
React
Allows the damager to apply a reaction to the animal that is damaged if true
Custom Reaction
Allows for a custom reaction to apply if React (as above) is true
Interact
Allows the explosion to activate interactables if true
Interactor ID
if Interact is true, which ID should it interact with
Hit Effect
Which Effect should play on impact? The gameobject will be activated, whereas if a prefab, it will be instantiated
Hit Sound
The default audio clip to play when the explosion hits another object
Hit Effects
Custom hit effects to use if the gameobject being damaged as different surface ID's
Destroy Hit Effect
The timer to destroy the hit effect as above. If 0, the effect will not be destroyed
Stop Animator
Different properties to allow the animator to be stopped when hit. Useful for adding some juice to being hit!
Audio
The audio source of the explosion
Events
On Hit (Transform)
Invoked when the explosion hit any object. It returns what transform was hit
On Hit Position (Vector 3)
Invoked when the explosion hit any object. It returns the vector3 position of the Hit-Point
On Hit Interactable(Int)
Invoked if the object hit has an Interactable component. It returns the ID value of the Interaction
On Profile Changed(Int)
Invoked when the Attack Trigger changes its profile.
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