Effector
Before continuing, read the Effector documentation to understand how Effectors work.
In the Power Core, Effector is provided only as a base class.
This is intentional, as Effector behavior can vary significantly from game to game. The base implementation allows you to extend and customize Effectors to fit your project's specific requirements.
General Expansions provides a collision-based implementation, Effector_CollisionBased, which includes three built-in types:
OnCollideOnStayEnterExit
Collision Based Effector
Collision Based Effector is the base class for all collision-driven Effectors included in General Expansions.
Fields
| Field | Description |
|---|---|
| Collide Detectors | References to the collision detectors used by the Effector. An Effector is not limited to a single trigger; multiple colliders can be assigned to the same Effector. |
| Trigger Actors | Determines which Actor relations, relative to the Source, can trigger the Effector. |
| Hit Limitation Type | Determines how many times the Effector can be triggered. Available options: Unlimited and ByCount. |
| Use Hit Limit Stat | Retrieves the hit limit dynamically from a Stat instead of using a predefined value. Useful for dynamic hit limits. |
| Hit Limit | Defines the predefined maximum number of times the Effector can be triggered. |