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
Object
Component
Behaviour
MonoBehaviour
CombatEffects
Inherited Members
MonoBehaviour.IsInvoking()
MonoBehaviour.CancelInvoke()
MonoBehaviour.StopCoroutine(Coroutine)
MonoBehaviour.StopAllCoroutines()
MonoBehaviour.destroyCancellationToken
MonoBehaviour.useGUILayout
MonoBehaviour.didStart
MonoBehaviour.didAwake
MonoBehaviour.runInEditMode
Behaviour.enabled
Behaviour.isActiveAndEnabled
Component.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.transform
Component.transformHandle
Component.gameObject
Component.tag
Object.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.name
Object.hideFlags

Constructors

CombatEffects()

public CombatEffects()

Properties

ActiveCount

public int ActiveCount { get; }

Property Value

int

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

position Vector2
radius float
color Color
seconds float

ChainLightning(Vector2, Vector2)

Jagged, flickering lightning from from to to.

public void ChainLightning(Vector2 from, Vector2 to)

Parameters

from Vector2
to Vector2

Clear()

public void Clear()

Configure(PresentationSettings, ViewCatalogAsset)

public void Configure(PresentationSettings tuning, ViewCatalogAsset views)

Parameters

tuning PresentationSettings
views ViewCatalogAsset

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

position Vector2
radius float

Sparkle(Vector2)

Small twinkle where a trigger fired.

public void Sparkle(Vector2 position)

Parameters

position Vector2