Topic: complex projectile

Forgive me for asking a very elementary question.
"I want to set up a complex projectile in the UFE2 source code version that is not fully supported by the UFE2 assets."
What should I do for my objective? I would like to know the process.
I know so far that I can open it with VisualStudio tools in the language C#.
(I expect that I will probably edit the ".cs" extension.)
Where is the file I'm looking for? How do I access it?
If I create a .move file for the "behavior that produces the projectile I want to make", is that where the code to be edited is individually located?

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Re: complex projectile

The ProjectileMoveScript.cs is what you need to edit.

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Re: complex projectile

Thanks for the reply.
I searched on that file name and found.
Is this common to all characters and related to the overall spec of the projectile?

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Re: complex projectile

I found this when looking for "ProjectileMoveScript.cs", but is the source code that comes up
when I right-click on the Move file for the flying movement -> "Open in C# Project" different?
It looks like there's  "PrefabStageCanvasSize.cs" and  "DestroyScript".

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Re: complex projectile

The ProjectileMoveScript.cs is what makes the projectile work.
If you inspect any UFE projectile at runtime you will see this script on it.
Any custom code you want to be doing with projectiles should be done in this script.

It's also possible to access public variables of ProjectileMoveScript.cs via your own scripts, so you don't necessarily need the source version of UFE to make a custom projectile.

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Re: complex projectile

Thanks, I'll check each of the things you wrote (I have to start there first).

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Re: complex projectile

Is the following understanding correct?

・「ProjectileMoveScript.cs」 is a file common to each character.
・When 「Projectile」 in each character's Move Editor is edited and executed, the script is read and used as a reference.
・The code in the common file contains the details of each character's individual props.
「More complex designs can be created by writing individual prop details directly in 「ProjectileMoveScript.cs」.

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Re: complex projectile

ProjectileMoveScript.cs is just a script.
UFE uses the moveinfo's projectile settings to set variables on the ProjectileMoveScript.cs when it gets created.
Your options are to modify the ProjectileMoveScript.cs (Source Only)
Create a custom script and tweak public variables on the ProjectileMoveScript.cs

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Re: complex projectile

Is "ProjectileMoveScript.cs" the parent class and the newly created custom script a child class?
Is it mean that in the custom script created,
write the code regarding the complex projectile of the move I want to create?

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Re: complex projectile

You don't need to inherit from "ProjectileMoveScript.cs".
You can have a reference to it in any new script you make to access it's public variables.

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Re: complex projectile

Thanks.
These "where to write the program code?" etc,
Is the knowledge that is a prerequisite for starting work unique to this UFE2 asset?
Or is it something that can be determined by knowing Unity as a whole (C#)?

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Re: complex projectile

Most of UFE is written in C#.
If your looking to do anything custom then you pretty much have to know some C#.

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Re: complex projectile

I am checking the UFE2 script (I bought the source code version) while learning C# from scratch, but I am not sure.
I could not find any information on how to set up the environment for source code modification in C# to handle the source code as a project on visualStudio. Is there any site or other information that would be helpful?

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Re: complex projectile

Here's a link that might help
https://learn.microsoft.com/en-us/visua … ts=windows

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Re: complex projectile

Thanks.

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