Effect Manager
Manage all the Visual Effects and Particles for the Controller when an animation plays.
Last updated
Manage all the Visual Effects and Particles for the Controller when an animation plays.
Last updated
This module stores a list of prefabs and gameObjects that you can instantiate, enable or disable during an animation.
When you create a new Effect you will set the name and the ID parameters
Enable / Disable the Effect.
Disabled Effects will be ignored when the methodPlayEffect(int ID)
is called
Name of the Effect. This parameter is used to enable or disable the Effects. Use it to
Identifier for the effect. Is Used for Playing and Stopping an effect using PlayEffect and StopEffect methods
The Prefab or GameObjects holds the Effect (Particles, transforms).
Duration of the effect.
If the effect is a prefab, it will be destroyed after the life duration has elapsed.
If the effect is not a prefab, it will be disabled after the life duration has elapsed.
If Life < 0 then The effect will not be destroyed by the Effect Manager.
The time needed to elapse before starting to play the Effect.
Uses the Root transform as a reference to move the Effect to the root position.
Sets the Effect as a child of the Root transform.
Orient the effect using the root rotation.
Add additional offset to the effect position, rotation, and scale.
Scriptable object to modify the effect parameters before, during or after the effect plays. This is useful to pass parameters via script to the instantiated Effect.
Invoked when the effect plays.
Invoked when the effect stops.
These are the List of Public methods you can use via Unity Events or Script to call the functions of the Effect Manager: