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
| Field | Description |
|---|
| Casting On Progress Stat Key | The 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 Effect | An optional Effect applied when casting begins (usually +1 on the casting Stat, Temporary). |
| Control Blocker Effect | An 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 Casting | Evolver Skills: the State may switch while this cast is running instead of waiting for it to finish. |
| Casting State Stat Controls The Casting State | When 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 Duration | Safety 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.
| Field | Description |
|---|
| External Vfx | VFX 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 Event | Effect |
|---|
SkillShot | The Skill fires: the Targeter spawns / applies its Effects (OnTriggered). |
CastEnd | The cast is over (OnCastEnd); the channels are released. |
ControlBlockEnd | The Control Blocker Effect is removed early (the character can move again before the animation ends). |
| any other key in Event Effects | Its Effect Pack is applied. |
| Field | Description |
|---|
| Animation Key | The Animator parameter that starts the animation. |
| Animation Type | Trigger or Boolean (a bool held on while casting). |
| Interuption Animation Key | A trigger set when the cast is interrupted. |
| External Vfxs | VFX 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 Updates | Extra Animator parameters (Int / Float / Bool / Trigger) set On Mount, On Cast or On Cast End. |
| Use Different Layer / Layer Id | Plays on another Animator layer (e.g. an upper-body layer, so the character can attack while running). |
| Inverse Toggle | Sets the layer weight to 0 instead of 1 while casting. |
| Toggle Off Layer On Exit | Resets the layer weight when the cast ends. |
| Event Effects | Animation event name → Effect Pack (a footstep that damages, a mid-swing buff). |
Variants
| Type | Adds |
|---|
SkillCasting_UnityMecanim_DirectTrigger | plays the animation but fires the Targeter immediately instead of waiting for SkillShot |
SkillCasting_UnityMecanim_MultipleWeapons / _DirectTrigger_MultiWeapons | Weapon Id Key + Weapon No: sets an Animator int so one animation set serves several weapons |
SkillCasting_UnityMecanim_Repeater | Repeat Count Stat: the animation repeats as many times as the Stat says (multi-shot volleys) |