RicochetProjectileAmmoEffect MonoBehaviour
Overview
The RicochetProjectileAmmoEffect module allows projectiles to bounce off surfaces based on the impact angle and the speed the projectile is travelling. If you are using a hitscan shooter, then there is a separate RicochetHitscanAmmoEffect that should be used instead of this.
This ammo effect is also used alongside another effect to apply damage and visual elements.
Inspector

Properties
| Name | Type | Description |
|---|---|---|
| Damage Type | DamageType | The type of damage the weapon should do with this ammo. |
| Initial Hit Effect | BaseAmmoEffect | The effect of the ammo when it first hits. |
| Second Hit Effect | BaseAmmoEffect | The effect of the ammo after it has penetrated something. |
| Layers | LayerMask | The layers bullets will collide with. |
| Normal Vs Deflection | Float | A blending value based on ricocheting directly along the hit normal (0) vs the reflection of the inbound ray (1). |
| Max Scatter Angle | Float | Randomises the deflected bullet direction within this cone angle. |
| Split Count | Integer | The number of shots to split the ricochet into (1 is no split). |
| Projectile Prefab | PooledObject | The projectile to spawn. |
| Speed Mode | Dropdown | ow the ricochet speed of the projectile is calculated. Multiplier multiplies the contact speed by a set value, FixedSpeed uses a set speed, AngleBasedMultiplier multiplies the contact speed by a value based on the contact angle, AngleBasedSpeed uses a set speed based on the contact angle. |
| Speed Multiplier | Float | A multiplier applied to the bullet speed after ricochet. Only visible when Speed Mode is set to Multiplier. |
| Fixed Speed | Float | The speed of the projectile after ricochet. Only visible when Speed Mode is set to FixedSpeed. |
| Straight On Multiplier | Float | A multiplier applied to the bullet speed after ricochet when the entry velocity was perpendicular to the surface. Only visible when Speed Mode is set to AngleBasedMultiplier. |
| Glancing Multiplier | Float | A multiplier applied to the bullet speed after ricochet if the initial bullet was travelling parallel to the surface. Only visible when Speed Mode is set to AngleBasedMultiplier. |
| Straight On Speed | Float | The speed of the projectile after ricochet when the entry velocity was perpendicular to the surface. Only visible when Speed Mode is set to AngleBasedSpeed. |
| Glancing Speed | Float | The speed of the projectile after ricochet if the initial bullet was travelling parallel to the surface. Only visible when Speed Mode is set to AngleBasedSpeed. |
| Gravity | Float | The gravity for the projectile. |