LightningParticleSpellScript Fields |
The LightningParticleSpellScript type exposes the following members.
Name | Description | |
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CollisionAudioClips | Collision audio clips. One will be chosen at random and played one shot with CollisionAudioSource. (Inherited from LightningSpellScript.) | |
CollisionAudioSource | Collision audio source (Inherited from LightningSpellScript.) | |
CollisionCallback |
Particle system callback. Parameters are game object, collision events, and number of collision events
| |
CollisionForce | The force to explode with when there is a collision (Inherited from LightningSpellScript.) | |
CollisionForceMode | Collision force mode (Inherited from LightningSpellScript.) | |
CollisionInterval | Particle system collision interval. This time must elapse before another collision will be registered. | |
CollisionIsExplosion | Whether the collision is an exploision. If not explosion, collision is directional. (Inherited from LightningSpellScript.) | |
CollisionMask | The layers that the spell should collide with (Inherited from LightningSpellScript.) | |
CollisionParticleSystem | The particle system for collisions. For best effects, this should emit particles in bursts at time 0 and not loop. (Inherited from LightningSpellScript.) | |
CollisionRadius | The radius of the collision explosion (Inherited from LightningSpellScript.) | |
collisionTimer |
Collision time remaining
| |
CollisionVolumeRange | Collision sound volume range. (Inherited from LightningSpellScript.) | |
Cooldown | The cooldown in seconds. Once cast, the spell must wait for the cooldown before being cast again. (Inherited from LightningSpellScript.) | |
Direction | The direction of the spell. Should be normalized. Does not change unless explicitly modified. (Inherited from LightningSpellScript.) | |
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. (Inherited from LightningSpellScript.) | |
EmissionLight | Light to illuminate when spell is cast (Inherited from LightningSpellScript.) | |
EmissionParticleSystem | Emission particle system. For best results use world space, turn off looping and play on awake. (Inherited from LightningSpellScript.) | |
EmissionSound | Emission sound (Inherited from LightningSpellScript.) | |
EnableParticleLights | Whether to enable point lights for the particles | |
MaxDistance | The maximum distance of the spell (Inherited from LightningSpellScript.) | |
ParticleLightColor1 | Possible range of colors for particle lights | |
ParticleLightColor2 | Possible range of colors for particle lights | |
ParticleLightCullingMask | The culling mask for particle lights | |
ParticleLightIntensity | Possible range of intensity for particle lights | |
ParticleLightRange | Possible range of colors for particle lights | |
ParticleSystem |
Particle system
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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. (Inherited from LightningSpellScript.) | |
SpellStart | The start point of the spell. Set this to a muzzle end or hand. (Inherited from LightningSpellScript.) |