MProjectile
Overview
The projectile component allows the Animal Controller to throw projectiles using the Damaging system. It can be fired by itself, or it can be fired by a Thrower component.
When is fired by a Thrower component, use the method Prepare() to transfer all the properties from the thrower.
General
It uses the same properties as the MDamager General Tab
Projectile Properties
Life
Amount of seconds the projectile will be on the air. If the projectile has not touched anything after that time has passed, it will be destroyed.
Life Impact
Life of the projectile AFTER impact. If the projectile is not destroyed on impact, then wait this amount of time. Set to 0 to ignore it.
Radius
Radius of the project to cast a ray to find targets better.
Offsets
When the projectile is instantiated for the first time, a local position and rotation offset will be applied to it regarding the thrower. E.g. When the arrow is instantiated, the position is modified to match better its position on the bow.
Rotation Behavior
Follow Trajectory
The projectile will follow the Forward Direction vector as rotation. Use this for Arrows, Spears, etc
Random
The projectile will rotate randomly. Use the Torque value to rotate faster. Use this for Rocks.
Axis
The projectile will rotate around and Axis. Use the Torque value to rotate faster.
Impact Behavior
Stick on Surface
The projectile will stick on the contact surface when it hits something. Use this for arrows, spears, etc.
Destroy on Impact
The Projectile will be destroyed on impact.
Activate RigidBody
If the Projectile has a rigid body attached to it, it will activate the physic on it.
Rigidbody
Reference to the Projectile Rigidbody
Collider
Reference to the Projectile Collider
Damage
If the Projectile is thrown by a Throwable, the Stat will be set by the Throwable.
[E.g. The Arrow will get the Damage from the Bow, The bullet from the pistol]
Keep Values
If this option is enabled, then the default values from the Damager Component will be used.
Physics
Gravity
Gravity applied to the projectile. If gravity is zero, the projectile will go straight. If the projectile is thrown from a Projectile Thrower, then it will inherit the gravity from it.
Push Multiplier
Multiplier of the force to apply to the object the projectile impacts.
React
The Damager receiver will apply its default Animal Reaction
Custom Reaction
You can set your own custom reaction here.
Interact
If the Damage Receiver has any Interactable component it interact with it sending 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
Invoked when the projectile hits a damager
On Hit Position
Invoked when the projectile hits a damager. It returns the Hit Point of the Damager receiver
On Hit Interactable
Invoked when the Damager receiver has an Interactable attached.
On Profile Changed
Invoked when the damage profile changes
On Fire
Invoked when the projectile is fired
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