Animal Controller
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On this page
  • Overview
  • Effect Parameters
  • Active
  • Name
  • ID
  • Effect
  • Life
  • Delay
  • Root
  • Is Child
  • Use Root Rotation
  • Offsets
  • Effect Modifier
  • Events
  • On Play Event
  • On Stop Event
  • Public Methods

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  1. Utilities

Effect Manager

Manage all the Visual Effects and Particles for the Controller when an animation plays.

PreviousActive MeshesNextEffect Behavior

Last updated 1 year ago

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Overview

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

Effect Parameters

Active

Enable / Disable the Effect.

Disabled Effects will be ignored when the methodPlayEffect(int ID)is called

Name

Name of the Effect. This parameter is used to enable or disable the Effects. Use it to

ID

Identifier for the effect. Is Used for Playing and Stopping an effect using PlayEffect and StopEffect methods

Effect

The Prefab or GameObjects holds the Effect (Particles, transforms).

Life

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.

Delay

The time needed to elapse before starting to play the Effect.

Root

Uses the Root transform as a reference to move the Effect to the root position.

Is Child

Sets the Effect as a child of the Root transform.

Use Root Rotation

Orient the effect using the root rotation.

Offsets

Add additional offset to the effect position, rotation, and scale.

Effect Modifier

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.

Events

On Play Event

Invoked when the effect plays.

On Stop Event

Invoked when the effect stops.

Public Methods

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 value
public void PlayEffect(int ID);
        OR
public void Effect_Play(int ID);
//Stops a Playing Effect using its ID value
public void StopEffect(int ID) 
        OR
public void Effect_Stop(int ID)  
//Enable an Effect using its ID
public void Effect_Enable(int ID)

//Enable an Effect using its Name
public void Effect_Enable(string name)  
//Disable an Effect using its ID
public void Effect_Disable(int ID)

//Disable an Effect using its Name
public void Effect_Disable(string name)