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    Explosions

    Overview

    Explosion

    NeoFPS has a simple system for spawning explosions that deal damage and repel physics objects based on their distance from the explosion center.

    The sample explosions are built from a series of particle effects, though you can turn any object into an explosion by adding a PooledExplosion behaviour.

    An explosion can be assigned a source and a damage filter for complex damage effects. For more information, see Health and Damage.

    To spawn an explosion from a script, first you need to grab an explosion from the pool manager:

    var explosion = GetPooledObject<PooledExplosion> (prototype, position, rotation);
    

    To apply damage, call the Explode() method on the pooled explosion:

    explosion.Explode(damage, maxForce, sourceController, transformToIgnore);
    

    There are a number of scripts already available to work with explosions, such as:

    Name Description
    PooledExplosionSpawner Simply spawns an explosion on command. Connect it to events to control execution.
    ExplosiveObject Represents a destructible object that spawns an explosion when killed.
    PooledExplosionAmmoEffect A firearm module that spawns an explosion when shooting something.

    Explosive Barrels

    Explosion

    Explosive barrels can be implemented using the above ExplosiveObject behaviour. This allows you to set a health amount for the barrel, specify a PooledExplosion to spawn once health reaches zero, and specify explosion damage and forces. A Unity event is also provided which you can use for actions like spawning debris objects.

    An example can be found in the Demo Facility sample scene, and is available as a prefab at Assets\NeoFPS\Samples\Shared\Prefabs\Props\Prop_Barrel01.prefab.


    See Also

    PooledExplosion

    Health and Damage

    Pooling

    Unity Particle System Explosions

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