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Add a Weapon Type entry to WeaponType.cs if necessary
Create a [WEAPONNAME]EntityAuthoring.cs in Assets/_Dev/Runtime/Authoring/Weapons/
Create an attack system in [WEAPONNAME]WeaponSystem.cs in Assets/_Dev/Runtime/Systems/Weapons/
Create [WEAPONNAME]WeaponAuthoring.cs in Assets/_Dev/Runtime/Authoring/Weapons/
Create an in-world Weapon Entity Prefab called [WEAPON NAME] Attack - EntityPrefab in Prefabs/Attack Entities (this is the prefab that will to the damage, e.g. the projectile)
Graphics on a child of Entity Prefab
Create a Weapon Prefab called [WEAPONNAME] Weapon Entity in Resources/Prefabs/Weapons
Create a WeaponUpgradeProperties Scriptable Object in Resources/ScriptableObjects/Weapon Upgrades called WeaponUpgradeProperties_[WEAPON NAME]
See https://survivors.tmg.dev/docs/Customization/NewAttack.html
WeaponType.csif necessary[WEAPONNAME]EntityAuthoring.csinAssets/_Dev/Runtime/Authoring/Weapons/[WEAPONNAME]WeaponSystem.csinAssets/_Dev/Runtime/Systems/Weapons/[WEAPONNAME]WeaponAuthoring.csinAssets/_Dev/Runtime/Authoring/Weapons/[WEAPON NAME] Attack - EntityPrefabinPrefabs/Attack Entities(this is the prefab that will to the damage, e.g. the projectile)[WEAPONNAME] Weapon EntityinResources/Prefabs/WeaponsWeaponUpgradePropertiesScriptable Object inResources/ScriptableObjects/Weapon UpgradescalledWeaponUpgradeProperties_[WEAPON NAME]