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Entities
Entities that move in some way.
Chases the player down, playing a random noise.
- Movement Speed (Float) : How fast it moves.
- Shootable (Bool) : Disables it disappearing when near. You have to set up the shooting logic.
- Possible Sound (AudioClip[]) : All possible sounds to play.
- Audio Source (AudioSource) : The audio source to play the sounds from.
Follows the player slowly.
- Movement Speed (Float) : How fast it moves.
- Shootable (Bool) : Disables it disappearing when near. You have to set up the shooting logic.
Rapidly darts around the map.
- Movement Speed (Float) : How fast it moves.
- Despawn Time (Float) : How long until it despawns
- Shootable (Bool) : Disables it auto despawning. You have to set up the shooting logic.
- Min X (Float) : The minimum X value the mirage can move to.
- Max X (Float) : The maximum X value the mirage can move to.
- Min Z (Float) : The minimum Z value the mirage can move to.
- Max Z (Float) : The maximum Z value the mirage can move to.
Heads for the player until spotted, then does what he does best.
- Look Threshold (Float) : The threshold for looking at it. Higher = more precise.
- Movement Speed (Float) : How fast it moves.
- Vanish Object (GameObject) : The object to disable.
- Vanish Particles (ParticleSystem) : The particle system to play.
- Vanish Sound (AudioSource) : The audio source to play.
Like a chaser, but crashes the game once near. Must be shot.
- Movement Speed (Float) : How fast it moves.
- Possible Sound (AudioClip[]) : All possible sounds to play.
- Audio Source (AudioSource) : The audio source to play the sounds from.
PLEASE. SET UP A THING TO MAKE IT DISAPPEAR WHEN SHOOTING IT. GIVE THE PLAYER A CHANCE. THERE"S AN EXAMPLE ON HOW TO DO THAT IN THE EXAMPLES FOLDER OF THE UNITY PACKAGE.
You should know what this does.
Look Threshold (Float) : The threshold for looking at it. Higher = more precise. Movement Speed (Float) : How fast it moves.
- Shootable (Bool) : Disables it disappearing when near. You have to set up the shooting logic.
Entities that are instructed to stay still.
Watches, waits. You are alone.
- Time To Despawn (Float) : How long it stays for.
Crybaby.
- No fields. Set up audio/disappearing on your own with trigger lasers.
Special entities that don't follow typical procedure.
Appears in front of the player and freezes them in place until gone.
Paralysis Sound (AudioSource) : The audio source to play.
Plays music and sometimes attracts Fords.
Audio Clips (AudioClip[]) : The clips that may play Audio Source (AudioSource) : The audio source to use.
Random noise.
Audio Clips (AudioClip[]) : The clips that may play Audio Source (AudioSource) : The audio source to use.
Appears in a random place near the player, stares, and leaves.
- Time To Despawn (Float) : How long it stays for.
Changes the material of the entity depending on if it's Christmas or Aprils Fools.
- Renderer (MeshRenderer) : The mesh renderer of the entity.
- Christmas Material (Material) : The material to use on Christmas.
- April Fools Material (Material) : The material to use on April Fools.
- On Christmas (UltEvent) : The ultevent to run on Christmas.
- On April Fools (UltEvent) : The ultevent to run on April Fools.