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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:

  • OnCollide
  • OnStay
  • EnterExit

Collision Based Effector

Collision Based Effector is the base class for all collision-driven Effectors included in General Expansions.

Fields

FieldDescription
Collide DetectorsReferences 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 ActorsDetermines which Actor relations, relative to the Source, can trigger the Effector.
Hit Limitation TypeDetermines how many times the Effector can be triggered. Available options: Unlimited and ByCount.
Use Hit Limit StatRetrieves the hit limit dynamically from a Stat instead of using a predefined value. Useful for dynamic hit limits.
Hit LimitDefines the predefined maximum number of times the Effector can be triggered.