• Api Documentation

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    • CreatorKitCode
      • BaseElementalEffect
      • CharacterData
      • Container
      • ElementalEffect
      • EquipmentItem
      • EquipmentItem.EquipmentSlot
      • EquipmentItem.EquippedEffect
      • EquipmentSystem
      • Helpers
      • HighlightableObject
      • InteractableObject
      • InventorySystem
      • InventorySystem.InventoryEntry
      • Item
      • Loot
      • LootSpawner
      • LootSpawner.LootEntry
      • LootSpawner.SpawnEvent
      • SFXManager
      • SFXManager.PlayData
      • SFXManager.Use
      • SpawnPoint
      • StatSystem
      • StatSystem.DamageType
      • StatSystem.StatModifier
      • StatSystem.StatModifier.Mode
      • StatSystem.Stats
      • StatSystem.TimedStatModifier
      • UsableItem
      • UsableItem.UsageEffect
      • VFXDatabase
      • VFXDatabase.VFXDBEntry
      • VFXManager
      • VFXManager.VFXInstance
      • Weapon
      • Weapon.AttackData
      • Weapon.Stat
      • Weapon.WeaponAttackEffect
    • CreatorKitCodeInternal
      • AmbiencePlayer
      • AnimationControllerDispatcher
      • AnimationControllerDispatcher.IAttackFrameReceiver
      • AnimationControllerDispatcher.IFootstepFrameReceiver
      • AttackState
      • BreakableObject
      • CameraController
      • CharacterAudio
      • CharacterControl
      • DamageUI
      • DamageUI.ActiveText
      • EffectIconUI
      • EquipmentUI
      • InventoryCharacterRender
      • InventoryUI
      • InventoryUI.DragData
      • ItemEntryUI
      • ItemTooltip
      • LootUI
      • RandomBGMPlayer
      • RandomLoopOffset
      • ResourceManager
      • SceneLinkedSMB<TMonoBehaviour>
      • SimpleEnemyController
      • SimpleEnemyController.State
      • TrainingDummy
      • UIAlphaRaycast
      • UISystem

    Class VFXManager

    Handles displaying VFX in the game. One instance should be in the scene, and is part of the Manager prefab. It will create pools of the VFX prefabs defined in the given VFXDatabase, and through the GetVFX/PlayVFX methods allows you to get an instance at a given position. The pools are rotating queue, so when you are finished with an instance, that instance will be moved to the back of the available instance queue.

    Inheritance
    System.Object
    UnityEngine.Object
    UnityEngine.Component
    UnityEngine.Behaviour
    UnityEngine.MonoBehaviour
    VFXManager
    Namespace: CreatorKitCode
    Assembly: Assembly-CSharp.dll
    Syntax
    public class VFXManager : MonoBehaviour

    Fields

    Database

    Declaration
    public VFXDatabase Database
    Field Value
    Type Description
    VFXDatabase

    Methods

    GetVFX(VFXType)

    Return a VFXInstance of the given type. use instance.Effect to access the gameobject. It will be SetActive by the function, so you just have to place it.

    Declaration
    public static VFXManager.VFXInstance GetVFX(VFXType type)
    Parameters
    Type Name Description
    VFXType type

    The type of VFX wanted. This enum will be generated by a tool in the Editor based on the VFXDatabase entries

    Returns
    Type Description
    VFXManager.VFXInstance

    The instance that was in front of the pool queue

    PlayVFX(VFXType, Vector3)

    This is a shortcut, will get a VFX of the given type and will place it at the given position

    Declaration
    public static VFXManager.VFXInstance PlayVFX(VFXType type, Vector3 position)
    Parameters
    Type Name Description
    VFXType type

    The type of VFX wanted. This enum will be generated by a tool in the Editor based on the VFXDatabase entries

    UnityEngine.Vector3 position

    Where the VFX will be placed

    Returns
    Type Description
    VFXManager.VFXInstance

    The Instance it just placed, can be useful if the effect isn't auto-disabled (e.g. looping effect)

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