grkwasniewski
New member
Hi all,
quick question. Without going into technical details, I would like to expose a new public field on the Health component. So I'm adding something like this:
[Tooltip("Any object that should spawn when the object dies from receiving heavy damage.")]
[SerializeField] protected GameObject[] m_SpawnedObjectsOnOverPowerDeath;
public GameObject[] SpawnedObjectsOnOverPowerDeath { get { return m_SpawnedObjectsOnOverPowerDeath; } set { m_SpawnedObjectsOnOverPowerDeath = value; } }
But this field won't show in Unity editor. How can I extend the Opsive implementation?
quick question. Without going into technical details, I would like to expose a new public field on the Health component. So I'm adding something like this:
[Tooltip("Any object that should spawn when the object dies from receiving heavy damage.")]
[SerializeField] protected GameObject[] m_SpawnedObjectsOnOverPowerDeath;
public GameObject[] SpawnedObjectsOnOverPowerDeath { get { return m_SpawnedObjectsOnOverPowerDeath; } set { m_SpawnedObjectsOnOverPowerDeath = value; } }
But this field won't show in Unity editor. How can I extend the Opsive implementation?