Skip to content

Asset Prefabs

JA-Dempsey edited this page Aug 8, 2023 · 14 revisions

Asset prefabs refer to prefabs that use assets to create some visual object in the game such as actual enemies, powerups, debris (excluding UI).

Bunker/Shield

Bunker

image

The bunker, or shield, represents a shield that a player can create to protect themselves against projectiles from the enemies.

image

Name Description
Health The number of hits the barrier can take
Explosion The explosion prefab/asset/game object to use when shield destroyed
Explosion_scale Scale of the explosion (size)
Destroy Trigger Forces destruction of shield. For testing
Audio Data Sound for the prefab

BunkerExplosion

Contains the Particle System and Sound information for an explosion. Changing options here would change the look and sounds of things.

Enemy

image

HealthDestructible

Name Description
Health Health for the projectile
Explosion Asset to use when projectile destroyed as explosion
Explosion_scale Size of explosion
Destroy Trigger Force destruction of projectile
Enable Fade Enables fade for the explosion
Audio Data Audio for the explosion

Look At

Simple script that will force the game object to look at the Selected Target Object (Player)


image

Spawn Projectile

Name Description
Delay Delay before shooting
Projectile Prefab Projectile to fire
Over Write Speed Use given speed rather than default
Projectile Speed The speed to use for projectile

Random Model

An array of prefabs for enemies to spawn. Also prefabs.


image

Closing Speed

Name Description
Target Target to close in on
Velocity Speed of movement toward target
Sideways Velocity Side to side movement velocity
Cross Velocity Velocity for cross movements
Distance Length of distance vector

Target

The targeting system for enemies.

Name Description
Target Color Color for the indicators
Need Box Indicator Whether to use box indicator around enemy
Need Arrow Indicator Whether to use arrow indicator pointing to enemy
Need Distance Text Text showing distance to enemy

Debris (Asteroids and Satellite)

The following contain the important components for debris. The difference between the different asteroids and the satellite are the assets used to render the different prefabs.

image

Health Destructible - See Enemy - Health Destructible

Bounded Motion

Name Description
Velocity Velocity for movement of object
Current Velocity Initial velocity for the object

Random Angular Velocity

Name Description
Upper Bound Maximum for angular velocity
Lower Bound Minimum for angular velocity
Rotation Vector Rotation imparted to object

Powerups

image

Name Description
Powerup Scale How much of an effect the powerup has on the player

Below some graphics for the powerups are provided.

Energy Powerup

image

Health Powerup

image

Shield Powerup

image

Projectiles ( Red and Blue Laser)

The Red Laser and Blue Laser prefabs are similar, with different options depending on what's needed.

image

From the Volumetric Line Asset, see its documentation - See Laser Projectiles - Volumetric Lines

image

Name Description
Speed The speed of the projectile

image

Audio Source

Used internally in Shoot Audio, leave empty without clip or output.

Shoot Audio

Name Description
Audio The Audio Sources
Laser clips The possible sounds to play when shooting. Randomly selected between all options provided