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Casts a projectile with the following options
Casting Frame: When during the move the should the projectile be created.
Projectile Prefab: Drag a game prefab to represent the projectile.
Impact Prefab: A game prefab that is created upon projectile impact.
Impact Duration (seconds): Time until the Impact Prefab is destroyed.
Preview Click this button to preview the projectile. Cyan hitbox is the impact, Dark Blue hitbox is the blockable area. Note: your projectile may not appear if the particle effect is a child in the prefab. In this case, just select the child in the hierarchy and it will appear.
Body Part Origin: Where on the character the projectile is created.
Ignore z axis variation: If enabled, projectile is always cast with the same z position as the characters. Enable this for more accurate alignment and consistent hitbox behavior, especially if your camera tends to rotate a lot or has wide perspective.
Casting Offset: Offset the casting position relative to the bodypart origin.
Speed: The speed of the projectile.
Direction (Angle): Select the angle the projectile will be fired at. 0 is forward.
Duration (Seconds): How long the projectile will last on screen before self destruct.
Shape: Select between circle and rectangle.
(circle) Hit Radius\Offset: The radius and offset of the projectile's hurtbox. For a more consistent hit effect, by default radius is set to 0 (hit only detected when the “dot” crosses one of the opponent's hit boxes).
(rectangle) Rectangle: The position and size of the rectangle hurt box relative to the origin of the projectile prefab. If Follow Projectile Bounds is set below, you can use W and H to adjust the width and height relative to the projectile.
(rectangle) Follow Projectile Bounds (X/Y): If enabled, the rectangle will follow the render bounds of the projectile prefab.
Unblockable: If enabled, this projectile is unblockable and this sections options are disabled.
Shape: Select between circle and rectangle.
(circle) Hit Radius\Offset: The radius and offset of the projectile's blockable area.
(rectangle) Rectangle: The position and size of the rectangle blockable area relative to the origin of the projectile prefab. If Follow Projectile Bounds is set below, you can use W and H to adjust the width and height relative to the projectile.
(rectangle) Follow Projectile Bounds (X/Y): If enabled, the rectangle will follow the render bounds of the projectile prefab.
Hit Projectiles: Should this projectile collide with other projectiles?
Hit ground opponent: If toggled on, this projectile can strike opponents that are on the ground (but not knockdown)
Hit air opponent: If toggled on, this projectile can strike air opponents.
Hit down opponent: If toggled on, this projectile can strike knocked down opponents. Make sure you have knockdown hitboxes toggled on.
Hit Type: Determine the hit conditions for this move to be blockable or trigger a different animation.
Get Hit High Knockdown
animation. This hit can only be blocked high.Get Hit High Knockdown
animation. This hit can be blocked either high or low.Get Hit Knock Back
animation. Must apply vertical force for it to work.Get Hit Sweep
animation. This hit can only be blocked low.Total Hits: If this projectile can hit multiple times, set them here.
Space Between Hits: If the projectile has more than 1 one hit, how much interval between each hit should it hit again. Example: Selecting High will put more time between hits.
Push Force: When the projectile hits, how far should it push the opponent.
Hit Strength: Set what kind of hit this is based on your hit effect options.
Override Hit Effect: If enabled, it will replace the default hit effect by the one selected in the panel below this option.
Damage Type: Set if the damage is in points or percentage.
Damage on Hit: Damage caused on hit.
Damage on Block: Damage caused on block.
Damage Scaling: Whether or not damage is scaled down based on Combo Options.
Reset Hit Stun: If you are using hit stun deterioration, enable this to reset the stun and its deterioration value.
Hit Stun on Hit: The amount of frames the opponent will remain stunned for after a hit.
Hit Stun on Block: The amount of frames the opponent will remain stunned for after a block.
On Strike: If the projectile hits the opponent, override whatever the caster is doing with this move.
On Block: If the projectile hits the opponent while they are blocking, override whatever the caster is doing with this move.
On Parry: If the opponent parry this projectile, override whatever the caster is doing with this move.
Code example:
void OnHit(HitBox strokeHitBox, MoveInfo move, CharacterInfo hitter){ foreach(Projectile projectile in move.projectiles){ Debug.Log("Damage:"+ projectile.damageOnHit); } }