This module stores a list of prefabs and gameObjects that you can instantiate, show or hide during an animation.
When you create a new Effect you will set the name and the ID parameters. Selecting an item on the list, its parameters will appear:
Enable / Disable the Effect.
Name of the Effect. This parameter is used to enable or disable the Effect
Identifier for the effect. Is Used for Playing and Stopping an effect using PlayEffect and StopEffect methods
The Prefab or GameObjects which holds the Effect (Particles, transforms).
Duration of the effect . The effect will be destroyed if it was Instantiated
Time needed to elapse before starting playing 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:
//Plays an Active Effect using its ID valuepublic void PlayEffect(int ID);ORpublic void Effect_Play(int ID);
//Stops a Playing Effect using its ID valuepublic void StopEffect(int ID)ORpublic void Effect_Stop(int ID)
//Enable an Effect using its IDpublic void Effect_Enable(int ID)//Enable an Effect using its Namepublic void Effect_Enable(string name)
//Disable an Effect using its IDpublic void Effect_Disable(int ID)//Disable an Effect using its Namepublic void Effect_Disable(string name)