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global:hiteffects [2013/12/09 23:29]
Mistermind created
global:hiteffects [2022/08/03 00:59] (current)
FreedTerror
Line 2: Line 2:
 Define the effects and how each hit type behaves. These hit types can later on be used in your moves. Define the effects and how each hit type behaves. These hit types can later on be used in your moves.
  
-{{ :global:global_hiteffects.jpg?nolink |}}+{{ :global:global_hiteffectoptions.png?nolink |}}
  
 +**Hit Effect Group**
 +  * **Particle Effect:** A prefab with particle effects that is fired when the character gets hit by this hit type.
 +  * **Effect Duration:** Time before effect prefab is destroyed.
 +  * **Sound Effect:** What sound effect will be played when a move with this hit type hits.
 +  * **Stick to Character:** If enabled, the effect prefab will follow the character.
 +  * **Freezing Time:** The game will freeze for a very brief moment (in seconds) when a hit connects.
 +  * **Auto Hit Stop:** When toggled it will use the freezing time value as a variant for both freezing the character being hit and the physics at play. Untoggle to use different variants (such as parry events).
 +  * **Animation Speed (%):** When a hit confirms, the animation speed of both characters will be set for this value. By default, this is set to 0 (a complete freeze during the freezing time).\\ //Example//: For a slow motion effect, set this to a value between 1 and 20%.
 +  * **Shake Character On Hit:** During the freezing time, the character can shake very slightly giving a more convincing hit effect.
 +  * **Shake Camera On Hit:** To make the hit more impacting, you can also set the camera to shake slightly during freezing time.
 +  * **Shake Density:** How much shake will be applied to the camera and character during freezing time.
 +  * **Restart Animation on Hit:**
  
-**Particle Effect:** A prefab with particle effects that is fired when the character gets hit by this hit type.+**Sort Layer on Hit (2D Only):** If enabled, the sort layer will be set for the characters Sprite Renderer on Hit. 
 +  * **Foreground Layer:** The sort layer for the character that hits. 
 +  * **Background Layer:** The sort layer for the character that gets hit.
  
-**Effect Kill Time:** How long this effect will last on the screen. 
  
-**Sound Effect:** What sound effect will be played when a move with this hit type hits. 
- 
-**Freezing Time:** The game will freeze for a very brief moment (in seconds) when a hit connects. 
- 
-**Shake Character On Hit:** During the freezing time, the character can shake very slightly giving a more convincing hit effect. 
- 
-**Shake Camera On Hit:** To make the hit more impacting, you can also set the camera to shake slightly during freezing time. 
- 
-**Shake Density:** How much shake will be applied to the camera and character during freezing time. 
  
 ---- ----
-Code Access+Code access
  
 ''UFE.config.hitOptions.weakHit'' ''UFE.config.hitOptions.weakHit''
Line 29: Line 33:
  
 ''UFE.config.hitOptions.crumpleHit'' ''UFE.config.hitOptions.crumpleHit''
 +
 +''UFE.config.hitOptions.blockHit''
 +
 +''UFE.config.hitOptions.parryHit''
  
 ''UFE.config.hitOptions.customHit1'' ''UFE.config.hitOptions.customHit1''
Line 35: Line 43:
  
 ''UFE.config.hitOptions.customHit3'' ''UFE.config.hitOptions.customHit3''
 +
 +Code example:
 +<code c#>
 +void OnNewAlert(string alertMsg, CharacterInfo player){
 + if (alertMsg == UFE.config.selectedLanguage.fight) {
 + UFE.config.hitOptions.crumpleHit.shakeDensity = .1f;
 + }
 +}
 +</code>
 ---- ----
 +
 +[[global:start|< Back to Global Editor]]
global/hiteffects.1386649753.txt.gz · Last modified: 2013/12/09 23:29 by Mistermind