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How to attach attack effect scripts to the attack scriptableobject in a turn based battler.
https://www.youtube.com/watch?v=cdW3QEExfiE
I've been trying to find a better way to add effects to the attacks, here's a little video of how i currently do it.
I have a base BattleEffects class that I inherit from to make specific effects, ie: give status effect. Then I attach these to prefabs and add them to the attack scriptable object like shown in the video
The current method results in lots of prefabs for a complicated attack.
I want to make it so the attack scriptable object has a list of effects that I add to from a pop up, and then once I add them they are serializable so I can edit them for each specific attack.
(I don't mean list as a literal c# list)
Define the Rig type and create the Avatar. Correct or verify the Avatar’s mapping. Once you are finished with the bone mapping, you can optionally click the Muscles & Settings tab to tweak the Avatar’s muscle configuration. You can optionally save the mapping of your skeleton’s bones to the Avatar as a Human Template (.ht) file. You can optionally limit the animation that gets imported on certain bones by defining an Avatar Mask. From the Animation tab, enable the Import Animation option and then set the other Asset-specific properties, . If the file consists of multiple animations or actions, you can define specific action ranges as Animation Clips. For each Animation Clip defined in the file, you can: Change the pose and root transform Optimize looping Mirror the animation on both sides of the Humanoid skeleton. For more visit: Review Scot
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