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Casting Model

A CastingModel defines how a Skill State is cast: what marks the Actor as casting, when the Targeter fires, and when the cast ends.

Create › Power Demos › Skills › Casting

Fields​

FieldDescription
Casting On Progress Stat KeyThe Stat that shows the cast is in progress (for Effects, UI and input layers). Scheduling no longer depends on it — the Skill Controller channels decide what may run.
Casting On Progress EffectAn optional Effect applied when casting begins (usually +1 on the casting Stat, Temporary).
Control Blocker EffectAn optional Effect applied while casting, e.g. to block movement input. Removed at the ControlBlockEnd animation event or when the cast ends.
Allow Switch State While CastingEvolver Skills: the State may switch while this cast is running instead of waiting for it to finish.
Casting State Stat Controls The Casting StateWhen the casting Effect expires (or the casting Stat returns to 0), the cast ends with it — interrupted if CastEnd wasn't reached. Use it for casts whose length is the Effect's duration, and for animation canceling. On by default.
Max Cast DurationSafety valve, in seconds: a non-toggle cast that never receives its CastEnd event is force-completed after this long so it can't hold its channels forever. 0 disables it.

Types​

Direct Trigger​

SkillCasting_DirectTrigger — fires the Targeter immediately, no animation. OnCastEnd follows one frame later.

FieldDescription
External VfxVFX spawned on body parts of the caster when the Skill fires (Vfx Prefab, Origin part, Attach To Origin).

Unity Mecanim​

SkillCasting_UnityMecanim — plays an animation; the animation drives the Skill with Animation Events sent to ActorExtension_Animator:

Animation EventEffect
SkillShotThe Skill fires: the Targeter spawns / applies its Effects (OnTriggered).
CastEndThe cast is over (OnCastEnd); the channels are released.
ControlBlockEndThe Control Blocker Effect is removed early (the character can move again before the animation ends).
any other key in Event EffectsIts Effect Pack is applied.
FieldDescription
Animation KeyThe Animator parameter that starts the animation.
Animation TypeTrigger or Boolean (a bool held on while casting).
Interuption Animation KeyA trigger set when the cast is interrupted.
External VfxsVFX packs: started by an Animator event (Trigger Id, optionally Toggleable until End Id) or while a Stat State condition holds; each spawns prefabs on body parts.
Animator Parameter UpdatesExtra Animator parameters (Int / Float / Bool / Trigger) set On Mount, On Cast or On Cast End.
Use Different Layer / Layer IdPlays on another Animator layer (e.g. an upper-body layer, so the character can attack while running).
Inverse ToggleSets the layer weight to 0 instead of 1 while casting.
Toggle Off Layer On ExitResets the layer weight when the cast ends.
Event EffectsAnimation event name → Effect Pack (a footstep that damages, a mid-swing buff).

Variants​

TypeAdds
SkillCasting_UnityMecanim_DirectTriggerplays the animation but fires the Targeter immediately instead of waiting for SkillShot
SkillCasting_UnityMecanim_MultipleWeapons / _DirectTrigger_MultiWeaponsWeapon Id Key + Weapon No: sets an Animator int so one animation set serves several weapons
SkillCasting_UnityMecanim_RepeaterRepeat Count Stat: the animation repeats as many times as the Stat says (multi-shot volleys)