LightningSpellScript Fields |
The LightningSpellScript type exposes the following members.
Name | Description | |
---|---|---|
CollisionAudioClips | Collision audio clips. One will be chosen at random and played one shot with CollisionAudioSource. | |
CollisionAudioSource | Collision audio source | |
CollisionForce | The force to explode with when there is a collision | |
CollisionForceMode | Collision force mode | |
CollisionIsExplosion | Whether the collision is an exploision. If not explosion, collision is directional. | |
CollisionMask | The layers that the spell should collide with | |
CollisionParticleSystem | The particle system for collisions. For best effects, this should emit particles in bursts at time 0 and not loop. | |
CollisionRadius | The radius of the collision explosion | |
CollisionVolumeRange | Collision sound volume range. | |
Cooldown | The cooldown in seconds. Once cast, the spell must wait for the cooldown before being cast again. | |
Direction | The direction of the spell. Should be normalized. Does not change unless explicitly modified. | |
Duration | The duration in seconds that the spell will last. Not all spells support a duration. For one shot spells, this is how long the spell cast / emission light, etc. will last. | |
EmissionLight | Light to illuminate when spell is cast | |
EmissionParticleSystem | Emission particle system. For best results use world space, turn off looping and play on awake. | |
EmissionSound | Emission sound | |
MaxDistance | The maximum distance of the spell | |
SpellEnd | The end point of the spell. Set this to an empty game object. This will change depending on things like collisions, randomness, etc. Not all spells need an end object, but create this anyway to be sure. | |
SpellStart | The start point of the spell. Set this to a muzzle end or hand. |