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LightningParticleSpellScript Fields

The LightningParticleSpellScript type exposes the following members.

Fields
  NameDescription
Public fieldCollisionAudioClips
Collision audio clips. One will be chosen at random and played one shot with CollisionAudioSource.
(Inherited from LightningSpellScript.)
Public fieldCollisionAudioSource
Collision audio source
(Inherited from LightningSpellScript.)
Public fieldCollisionCallback
Particle system callback. Parameters are game object, collision events, and number of collision events
Public fieldCollisionForce
The force to explode with when there is a collision
(Inherited from LightningSpellScript.)
Public fieldCollisionForceMode
Collision force mode
(Inherited from LightningSpellScript.)
Public fieldCollisionInterval
Particle system collision interval. This time must elapse before another collision will be registered.
Public fieldCollisionIsExplosion
Whether the collision is an exploision. If not explosion, collision is directional.
(Inherited from LightningSpellScript.)
Public fieldCollisionMask
The layers that the spell should collide with
(Inherited from LightningSpellScript.)
Public fieldCollisionParticleSystem
The particle system for collisions. For best effects, this should emit particles in bursts at time 0 and not loop.
(Inherited from LightningSpellScript.)
Public fieldCollisionRadius
The radius of the collision explosion
(Inherited from LightningSpellScript.)
Protected fieldcollisionTimer
Collision time remaining
Public fieldCollisionVolumeRange
Collision sound volume range.
(Inherited from LightningSpellScript.)
Public fieldCooldown
The cooldown in seconds. Once cast, the spell must wait for the cooldown before being cast again.
(Inherited from LightningSpellScript.)
Public fieldDirection
The direction of the spell. Should be normalized. Does not change unless explicitly modified.
(Inherited from LightningSpellScript.)
Public fieldDuration
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.)
Public fieldEmissionLight
Light to illuminate when spell is cast
(Inherited from LightningSpellScript.)
Public fieldEmissionParticleSystem
Emission particle system. For best results use world space, turn off looping and play on awake.
(Inherited from LightningSpellScript.)
Public fieldEmissionSound
Emission sound
(Inherited from LightningSpellScript.)
Public fieldEnableParticleLights
Whether to enable point lights for the particles
Public fieldMaxDistance
The maximum distance of the spell
(Inherited from LightningSpellScript.)
Public fieldParticleLightColor1
Possible range of colors for particle lights
Public fieldParticleLightColor2
Possible range of colors for particle lights
Public fieldParticleLightCullingMask
The culling mask for particle lights
Public fieldParticleLightIntensity
Possible range of intensity for particle lights
Public fieldParticleLightRange
Possible range of colors for particle lights
Public fieldParticleSystem
Particle system
Public fieldSpellEnd
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.)
Public fieldSpellStart
The start point of the spell. Set this to a muzzle end or hand.
(Inherited from LightningSpellScript.)
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See Also