Projectiles
Projectiles only have one base class, the ProjectileBase.
At runtime projectiles are spawned into RtProjectileBhv.
A Projectile can be homing or not.
A Projectile is either created by a Weapon or by an EffectCreateProjectile. Use the latter if an Ability should fire a projectile.
A Projectile has a unit filter. Here you can filter with which units the projectile will collide.
When created by an EffectCreateProjectile and that Effect targets a point, then the Projectile is always homing, no matter what it has configured.
Effect
A Projectile requires an Effect. That Effect will be executed when the Projectile collides.
When colliding, the Effect Charges are decremented, and when they reach zero, the projectile is destroyed.
Projectile Prefab
A Projectile requires a Prefab that will be the visual representation of the projectile. It is totally possible to have multiple different Projectiles (configurations) reference the same prefab.
When crafting a Prefab for a projectile, the prefab needs:
-
The
RtProjctileBhvcomponent. -
A Collider component. Set "Is Trigger" to true.