Class CombatEffects
- Namespace
- SurvivorsMaker.Presentation
- Assembly
- SurvivorsMaker.Presentation.dll
Pooled one-shot world effects: explosion rings, chain lightning, trigger sparkles and ring bursts. Purely visual; variation comes from a local hash, never from simulation randomness.
public sealed class CombatEffects : MonoBehaviour
- Inheritance
-
ObjectComponentBehaviourMonoBehaviourCombatEffects
- Inherited Members
-
MonoBehaviour.IsInvoking()MonoBehaviour.CancelInvoke()MonoBehaviour.StopCoroutine(Coroutine)MonoBehaviour.StopAllCoroutines()MonoBehaviour.destroyCancellationTokenMonoBehaviour.useGUILayoutMonoBehaviour.didStartMonoBehaviour.didAwakeMonoBehaviour.runInEditModeBehaviour.enabledBehaviour.isActiveAndEnabledComponent.GetComponent<T>()Component.TryGetComponent<T>(out T)Component.GetComponentInChildren<T>()Component.GetComponentsInChildren<T>()Component.GetComponentInParent<T>()Component.GetComponentsInParent<T>()Component.GetComponents<T>()Component.GetComponentIndex()Component.CompareTag(TagHandle)Component.transformComponent.transformHandleComponent.gameObjectComponent.tagObject.GetEntityId()Object.GetInstanceID()Object.GetHashCode()Object.InstantiateAsync<T>(T)Object.InstantiateAsync<T>(T, Transform)Object.InstantiateAsync<T>(T, Vector3, Quaternion)Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion, Transform)Object.Instantiate(Object)Object.Instantiate(Object, Scene)Object.Instantiate<T>(T, InstantiateParameters)Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)Object.Instantiate(Object, Transform)Object.Instantiate<T>(T)Object.Instantiate<T>(T, Vector3, Quaternion)Object.Instantiate<T>(T, Vector3, Quaternion, Transform)Object.Instantiate<T>(T, Transform)Object.Destroy(Object)Object.DestroyImmediate(Object)Object.DontDestroyOnLoad(Object)Object.DestroyObject(Object)Object.FindObjectsOfType<T>()Object.FindObjectsByType<T>(FindObjectsSortMode)Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)Object.FindObjectOfType<T>()Object.FindFirstObjectByType<T>()Object.FindAnyObjectByType<T>()Object.FindFirstObjectByType<T>(FindObjectsInactive)Object.FindAnyObjectByType<T>(FindObjectsInactive)Object.ToString()Object.nameObject.hideFlags
Constructors
CombatEffects()
public CombatEffects()
Properties
ActiveCount
public int ActiveCount { get; }
Property Value
Methods
Burst(Vector2, float, Color, float)
A ring that expands to radius and fades, with a soft flash in the middle.
public void Burst(Vector2 position, float radius, Color color, float seconds = -1)
Parameters
ChainLightning(Vector2, Vector2)
Jagged, flickering lightning from from to to.
public void ChainLightning(Vector2 from, Vector2 to)
Parameters
fromVector2toVector2
Clear()
public void Clear()
Configure(PresentationSettings, ViewCatalogAsset)
public void Configure(PresentationSettings tuning, ViewCatalogAsset views)
Parameters
tuningPresentationSettingsviewsViewCatalogAsset
Explosion(Vector2, float)
Blast ring to radius, a bright flash, flying sparks and the optional catalog sprite.
public void Explosion(Vector2 position, float radius)
Parameters
positionVector2radiusfloat
Sparkle(Vector2)
Small twinkle where a trigger fired.
public void Sparkle(Vector2 position)
Parameters
positionVector2