omg_ketchup
New member
Hey,
I have a few questions about MagicItem. I've been working with it a while now, and I also got the last update which had a fix for my last thread, so I'm working with the latest version.
1) Is there a way to have a traditional Begin/Cast/Impact/Finish Events, or is there a way to add new ones? Right now, it's limited to specific actions like Spawn Particle or Spawn Projectile. These have custom fields in the editor, which is cool, but I'd also be interested in using traditional UnityEvents from here, as is the case with most of the other Event fields across the project.
2) I've noticed that the delay for Cast Event Actions is a little wonky. I set a delay of .2, .4, and .6 on 3 of the same Spawn Particles. If I hold down the Use button, the delay works as expected. However, if I just tap the Use button, it waits for the longest delay, and then spawns all 3 particles at the same time. Am I missing something here? It's a single-use Magic Item with just those Spawn Particle actions on the Cast events.
3) Would it be possible to make the Initialize function in MagicProjectile a virtual function? I recently updated to the latest versions, and realized I had overridden it in a script, and now it was throwing "Cannot override that function", which means I must have changed the code in the base script (bad form on my part!). Also, while you're at it- maybe a public/virtual function for OnCharged in ShootableWeapon would be cool too.
Thanks for building this awesome asset, and thanks for taking the time to support it! I appreciate any feedback or insight you can provide here.
Thanks!
I have a few questions about MagicItem. I've been working with it a while now, and I also got the last update which had a fix for my last thread, so I'm working with the latest version.
1) Is there a way to have a traditional Begin/Cast/Impact/Finish Events, or is there a way to add new ones? Right now, it's limited to specific actions like Spawn Particle or Spawn Projectile. These have custom fields in the editor, which is cool, but I'd also be interested in using traditional UnityEvents from here, as is the case with most of the other Event fields across the project.
2) I've noticed that the delay for Cast Event Actions is a little wonky. I set a delay of .2, .4, and .6 on 3 of the same Spawn Particles. If I hold down the Use button, the delay works as expected. However, if I just tap the Use button, it waits for the longest delay, and then spawns all 3 particles at the same time. Am I missing something here? It's a single-use Magic Item with just those Spawn Particle actions on the Cast events.
3) Would it be possible to make the Initialize function in MagicProjectile a virtual function? I recently updated to the latest versions, and realized I had overridden it in a script, and now it was throwing "Cannot override that function", which means I must have changed the code in the base script (bad form on my part!). Also, while you're at it- maybe a public/virtual function for OnCharged in ShootableWeapon would be cool too.
Thanks for building this awesome asset, and thanks for taking the time to support it! I appreciate any feedback or insight you can provide here.
Thanks!