Create new character
To create a characterData, right-click inside any project folder, go to create and select CharacterData.
Last updated
To create a characterData, right-click inside any project folder, go to create and select CharacterData.
Last updated
Remember that this item has to be added to the GameInstance in the Login Scene.
Character Name : Set the name of the character that will appear in the menus
CharacterId : Set a unique numeric ID for the character, the first character must have ID 0 (zero) and the isUnlocked box checked.
CharacterType: Main element of the character, defines reductions and increases in damage that the character will receive.
Icon: Character icon that appears in menus.
Tier Icon: Character Tier icon that appears in menus (visual only).
CharacterModel : Here you will add the configured character model (instructions are below)
Skills: Stores the skills usable by the attack joystick in the game (I recommend having 2 skills, otherwise you will need to edit the UIGameplay adding more joysticks).
Auto-Attack: Default character skill that is automatically used by the character and targets the nearest enemy.
IsUnlocked: Leave this box checked for characters that the player has already unlocked on the account (at least 1 character must have this box checked and the unique ID 0 (zero).
Base Stats: Default character stats before upgrades.
Stats Upgrades: Stores all Upgrades this character can have.
Shield: amount of shield that will be removed before changing the character's HP (there is no visual part showing this yet, but it will be implemented in the future along with buffs for this). Defense: Negates a fixed amount of any type of damage, but cannot be lower than the minimum damage declared in each map's GameplayManager.
HP leech: Drains part of the damage dealt as hp for the character.
HP Regen: amount of HP regenerated per second.
Cooldown Reduction: Reduces the cooldown of usable and auto skills (except auto attack).
Attack Speed: Reduces auto-attack cooldown.
Collect Range: The distance the player needs these drops marked as auto-collect to collect.
MaxStats: Amounts of different StatsPerk that the player can choose (recommended not to exceed 5 counting baseMaxStats + Upgrades, otherwise it will be necessary to change the UIGameplay by adding more slots).
MaxSkills: Amounts of SkillPerk that the player can choose (it is recommended not to exceed 5 counting baseMaxSkills + Upgrades, otherwise it will be necessary to change the UIGameplay by adding more slots).
Setting up the CharacterModel is very simple: go to your 3D model and add characterModel and in the animator add AnimatorController = CharacterController and you can add this prefab to your CharacterData. The animations can be changed by opening the controller and changing the animations. You can also duplicate this AnimatorController and edit different animations for each character.
Upgrade Name: Name of the upgrade that appears in the menus.
Stat Type: Select the character stats that will increase.
Upgrade Max Level: Maximum level to upgrade.
Upgrade Amounts: Amount that each level of improvement will increase on the character (both amount and cost must go up to the maximum level).
Upgrade Costs: Cost of each level to upgrade.
Upgrade Icon: Upgrade icon that will appear in the menus.
Currency Tag: ID of the currency that will be needed for the update (by default it will be the GO currency (gold), but you can edit it).