Example #1
0
        public void Play(VfxType type, Vector3 pos = new Vector3(), Transform transform = null)
        {
            GameObject tmpPrefab = null;

            for (int i = 0; i < m_vfxs.Count; ++i)
            {
                if (type == m_vfxs[i].m_type)
                {
                    tmpPrefab = m_vfxs[i].m_prefab;
                }
            }

            if (tmpPrefab)
            {
                GameObject vfx = Instantiate(tmpPrefab, transform);
                vfx.transform.position = pos;
            }
        }
Example #2
0
 /// <summary>
 /// Creates a visual beam effect.
 /// </summary>
 /// <param name="fxType">The beam effect to render.</param>
 /// <param name="emitter">The origin object of this beam .</param>
 /// <param name="origin">The origin body part of this beam.</param>
 /// <param name="missTarget">If true, the beam will hit a random position near or past the applied target to indicate a miss.</param>
 public static Effect Beam(VfxType fxType, NwGameObject emitter, BodyNode origin, bool missTarget = false)
 => NWScript.EffectBeam((int)fxType, emitter, (int)origin, missTarget.ToInt());
Example #3
0
 public static Effect VisualEffect(VfxType visualEffectId, bool missEffect = false)
 => NWScript.EffectVisualEffect((int)visualEffectId, missEffect.ToInt());
Example #4
0
 public static Effect SummonCreature(string creatureResRef, VfxType vfxType, TimeSpan delay = default, int appearType = 0)
 => NWScript.EffectSummonCreature(creatureResRef, (int)vfxType, (float)delay.TotalSeconds, appearType);
Example #5
0
 public static Effect VisualEffect(VfxType visualEffectId, bool missEffect = false, float fScale = 1.0f, System.Numerics.Vector3 vTranslate = default, System.Numerics.Vector3 vRotate = default)
 => NWScript.EffectVisualEffect((int)visualEffectId, missEffect.ToInt(), fScale, vTranslate, vRotate);