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Ability & Combat Toolkit
  • ABC it's easy as 123! (WIP)
  • Introduction
    • Core Components
    • 5 Stages of An Ability
    • API & Integration with ABC
  • Global Portal & Character Creator
    • Character Creator
    • Global Portal
  • Ability Manager
    • Overview
    • Ability List & Control Panel
    • General Settings
      • Settings
      • Key & Combo
      • Effects
      • Additional Settings
    • Position & Travel
      • Position & Travel Type
      • Travelling
      • Additional Starting Positions
    • Collision & Impact
      • Collider
      • Collision
      • Impact
    • Aesthetic & Animation
      • Preparing
      • Initation
      • Ability End
      • Graphic To Start
      • Scrollable Ability
      • Reload
  • Controller Manager
    • Overview
    • Settings
      • General
      • Mana
      • Weapons
      • Scrollable & Reload
      • UI Icons
      • Diagnostic
    • Target Settings
      • Target & Soft Target todo
  • State Manager
    • Overview
    • Settings
      • General & Stats
      • Health
      • Hit Animations
      • Targeter Limitations
    • Effect Watcher
  • Integrations
    • Game Creator
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On this page
  • Subscribing to Ability Activation & Completed Events
  • Adding Surrounding Objects
  • Notable Settings

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  1. Ability Manager
  2. General Settings

Additional Settings

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Last updated 3 years ago

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The Additional Settings configuration covers additional miscellaneous settings including spawning objects on impact, enabling and disabling logging, limiting how many of the ability can be active during play at once and setting up for surrounding objects to travel with the ability.

Subscribing to Ability Activation & Completed Events

If ticked then a ability activation delegate event will be raised when the ability is activated and/or completed which can be connected to from any script.

This can be used for example to modify your movement scripts outside of the ABC system to turn off navigation whilst the ability is activating.

Code example to subscribe to the event delegate:


private void OnEnable() {
 
 this.ABCEventsCont = transform.GetComponentInChildren();

 if (this.ABCEventsCont != null)
    {
        this.ABCEventsCont.onAbilityActivation += this.DisableNavigation;
        this.ABCEventsCont.onAbilityActivationComplete += this.EnableNavigation;
    }
}

public void EnableNavigation() {
//Code to enable Navigation
}


public void DisableNavigation() {
//Code to disable DisableNavigation
}


private void OnDisable() {
    if (this.movementEventsABC != null) {
    this.movementEventsABC.onEnableMovement -= this.EnableMovement;
    this.movementEventsABC.onDisableMovement -= this.DisableMovement;
    }
}

Adding Surrounding Objects

If enabled then nearby objects can be converted to a Surrounding Object. Surrounding Objects will become attached to the ability, travelling along side it. Once the ability is destroyed all surrounding objects will be converted back to the states they were in before unlinking them from the ability (unless they are destroyed from ability effects or the “Destroy On Collision” Setting detailed below).

For example any debris in the game can be setup to travel with an ability projectile, simulating a magical force moving the debris like telekinesis. Only objects with the ABC StateManager component with the “Block Surrounding Object Status” unticked can be converted to a surrounding object.

There is no limit to how many surrounding objects can be used. You can convert nearby environments or enemies into a surrounding object which will gravitate to and travel with the ability. There is also options to apply the abilities effects or destroy surrounding objects when the ability collides.

When ticked further settings will show which will allow you to set which tags or objects should be included as a 'Surrounding Object'

Notable Settings

Setting

Description

Persist IK

If ticked then the weapon IK will persist whilst the ability is activating, if this has been disabled then the weapon IK will be disabled whilst the ability activates.

Spawn Object

If enabled then an object defined will spawn whenever the ability collides and/or is destroyed. The object will appear at the position the ability collided/was destroyed.

Limit Active

If enabled then only a defined number of this ability can be active at one time. If this ability is activated and the limit has already been reached then the system will destroy the oldest active ability making room for the one which was just activated

Logging Enabled

It is highly recommended to read the tooltips in the blue boxes for a full description on what each setting does

Surrounding Objects will not work for ability types as no ability object is produced for the surrounding objects to travel with.

If ticked then any logging information regarding the ability (Preparing, Activating, Cooldown etc) can be written to the entities ABC Controller GUI Log. the GUI log can be setup in the ABC Settings

Controller Manager
Raycast