Sharing my updates for Blast effect

I added a delay field to the Health Effect for when you have fancy effects like this (also showing off a the “run to” animation and storage chest)

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OOF. Composite pattern == delay.

I knew I was getting ahead of myself. HE GAVE ME THE IDEA when he made that CoRoutine. It was entrapment. I had to jump on using it immediately to delay the damage on my AOE. I just started the lecture. I will see how it goes for if I adopt that or just have delay variables for effects that need them.

Oh and @Brian_Trotter … Something I find IMMENSELY useful is setting a minimum on certain serialized fields. They are handy for ranges but also work just fine on their own. For something like delay and cooldown, a min of 0 will help to not break code:

[Min(0)][SerializeField] float coolDownTime = 0;

[Min(0)][SerializeField] float delay = 0;

Typing a negative number into the field will pop it back to 0. Tooltips and such can also help the designer (lol… like it isn’t just ourselves).

Another edit: OOF. Only one delay per DelayComposite SO? It’d be much nicer to have separate delays for each of the listed effects. I assume making delay an array and matching them up precisely would accomplish this (changing to a traditional for loop for array boundaries rather than foreach)? Or would I break the world?

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