Techdemo
The TBE Techdemo is online here 🔗.
The TBE Techdemo is also included in TBE as a unitypackage. It includes some 3rd party materials, all of which are either CC0 licensed (Public Domain) or Free Assets for Publisher Demos by Unity.
The Techdemo contains the following scenes:
1: Projectile Demo
Demonstrates Projectiles. Note that
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homing projectiles never miss their target and get faster if the target moves away from them.
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non-homing projectiles can miss and do not change their speed.
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projectiles can have more than one charge.
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Dead targets stop displaying their healthbar.
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projectiles do not collide with dead targets.
2: Hover Demo
Demonstrates the HoverableOutline component. Note that the outline colors are configurable in the TbeSceneSettings
3: Healing Fountain Demo
The Healing Fountain mimics Heroes of the Strom: Anduin’s Healing Fountain. It demonstrates the folowing:
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The target (in the front left) has a debuff that makes it loose health until it has less than 50% health.
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The casting unit (in the back right) can only have one Healing Fountain at a time.
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Once created, the Healing Fountain gets 10 heal charges and searches for valid heal targets (With a Search Area Effect). When it heals, it looses one charge. When reaching 0 charges, it dies.
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The "pop in" effect (on creation) and "pop out" effect (on death) is done via Tweening Actors.
4: Buff Demo
This is not so interesting. It just tests that a Buff which is marked as "Hidden" does not get displayed.
5: Furnace Demo
This demonstrates
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an Interactable Ability. (Transfer Wood).
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an Item that can be picked up (Wood).
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Wood to Coal, which is an Instant Ability with autocast enabled.
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Usage of Actors to play sounds.
To test:
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Select the capsule Unit
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Walk across the wood, picking it up.
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Walk to the furnace until the Transfer Wood ability shows in the castbar.Press R to transfer the wood to the furnace.
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Now the furnace will autocast "Wood to Coal"
6: Chain Lightning Demo
This demonstrates the use of a CustomAbilityContextBhv.
The custom implementation is called LaserVisual and a custom implementation is required in this case, because the initial jump of the lightning is different from the other two. The initial jump has the caster as source and the other two jumps have the previous target as source.
This also demonstrates an EffectSearchArea that marks its target.
| Notice when you cast the chain lightning on the leftmost or rightmost unit then it will jump two times whereas when you target the middle unit it will only jump one time. |
7: Equip Demo
Shows a unit picking up an Item. The Item gives shield and shield regeneration to the Unit when the unit has the Item equipped.
8: Aura Demo
This demonstrates an Aura mechanic.
Data wise there are two Aura Buffs one Host and one Client. The Host has a CustomContextConfig that is an AuraCfg.
The AuraCfg class is included in TBE and may serve as an example of how to implement your own CustomContextConfig for buffs.
To make the Aura visual, this demo uses an Actor that listens for the "Applied" Buff message subtype and instantiates a prefab.
9: Cursor Splat Demo
Demonstrates a Cursor Splat Actor.
10: Xp Demo
Collect the coins. Observe how XP goes up and the unit reaches Level 3 when all coins are collected.
The configuration is such that every level grants 1 attribute point that the user can allocate.
In the Unit UI press the cogwheel button to bring up a window where you can allocate those 3 points.
Attributes are configured:
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1 Strength gives 10 max HP
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1 Agility increases movement speed by 0.25
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1 Intelligence gives 10 max Energy.