Hit indicator

Inco

New member
Here a small script for using a hit indicator as a crosshair Addition... implemented in style of the crosshair monitor
Code:
public class CrossHairAdditions : CharacterMonitor
{
    public Image _hitIndicator_top;
    public Image _hitIndicator_left;
    public Image _hitIndicator_right;
    public Image _hitIndicator_bottom;
    [Tooltip("Should the hitindicator be shown?")]
    [SerializeField] protected bool m_ShowCrosshairHitIndicator = true;

    [SerializeField] protected Color m_DefaultColor = Color.white;
    [Tooltip("The color of the hitindicator when a target is hit.")]
    [SerializeField] protected Color m_TargetColor = Color.red;
     public ScheduledEventBase m_ScheduledFadeEvent;
    /// <summary>
    /// Initialize the default values.
    /// </summary>
    protected override void Awake()
    {
        base.Awake();
        m_GameObject = gameObject;

    }
    /// <summary>
    /// Attaches the monitor to the specified character.
    /// </summary>
    /// <param name="character">The character to attach the monitor to.</param>
    protected override void OnAttachCharacter(GameObject character)
    {

        if (m_Character != null)
        {
            EventHandler.UnregisterEvent<float, Vector3, Vector3, GameObject, Collider>(m_Character, "OnHitEnemy", OnHitEnemy);
        }
        base.OnAttachCharacter(character);
        if (m_Character == null)
        {
            return;
        }
            _hitIndicator_top.color =m_TargetColor ;
            _hitIndicator_left.color=m_TargetColor ;
           _hitIndicator_right.color=m_TargetColor ;
           _hitIndicator_bottom.color=m_TargetColor ;
           EventHandler.RegisterEvent<float, Vector3, Vector3, GameObject, Collider>(m_Character, "OnHitEnemy", OnHitEnemy);
       }

       void OnHitEnemy(float amount, Vector3 pos, Vector3 dir, GameObject obj, Collider col)
       {
          if(!m_ShowCrosshairHitIndicator)return;
            _hitIndicator_top.gameObject.SetActive(true);
            _hitIndicator_left.gameObject.SetActive(true);
           _hitIndicator_right.gameObject.SetActive(true);
           _hitIndicator_bottom.gameObject.SetActive(true);
            m_ScheduledFadeEvent = Scheduler.Schedule(0.5f, fadeHitindicator);
    }
 
    void fadeHitindicator(){
          _hitIndicator_top.gameObject.SetActive(false);
          _hitIndicator_left.gameObject.SetActive(false);
          _hitIndicator_right.gameObject.SetActive(false);
         _hitIndicator_bottom.gameObject.SetActive(false);
}
}
Hope someone can use it....
cheers
 

Matt

Member
Does this work similar to the way the CoD inner crosshairs appear when you damage an enemy?
 
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