Techdemo

The TBE Techdemo is online here 🔗. It is best viewed with Chrome.

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

  • homing projectiles never miss their target and get faster if the target moves away from them.

  • non-homing projectiles can miss and do not change their speed.

  • projectiles can have more than one charge.

  • Dead targets stop displaying their healthbar.

  • projectiles do not collide with dead targets.

2: Hover Demo

Demonstrates the HoverableOutline component.

3: Healing Fountain Demo

The Healing Fountain mimics Heroes of the Strom: Anduin’s Healing Fountain. It demonstrates the folowing:

  • The target (in the front left) has a debuff that makes it loose health until it has less than 50% health.

  • The casting unit (in the back right) can only have one Healing Fountain at a time.

  • 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.

  • 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

To test:

  1. Select the capsule Unit

  2. Walk across the wood, picking it up.

  3. Walk to the furnace until the Transfer Wood ability shows in the castbar.Press R to transfer the wood to the furnace.

  4. 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.