Skill Stick

Description

A Skill control type and a simplified Analog Stick for directional skill aiming. Supports skill activation, cooldowns, and cancellation.

Common

  • Input Simulate : The Vector2 control path of the input control to be simulate.

  • Button Simulate : The Button control path of the input control to be simulate.

  • Is Usable : Determines whether the Skill Stick can be used.

Surface

The Surface refers to the circular region that defines the radius within which the Handle can move. It serves as the anchor point and an additional interaction zone for the Tactile Control.

  • Surface : A reference to the Rect Transform component representing the surface.

  • Padding : Defines the padding or margin around the Surface. It adjusts the radius within which the Handle can move.

If the interaction area is smaller than the Surface area, any part of the Surface area outside the interaction area will not respond to interactions. Otherwise, the entire Surface area becomes interactive.

Handle

The Handle is the movable, interactive part of the Analog Stick that the user drags or manipulates to control the input value. It starts at the center of a Surface area and can moves within a predefined range. When released, the handle typically returns to a centered position.

  • Handle : A reference to the Rect Transform component representing the handle.

  • Axis : Defines the axis of movement for the handle (e.g., X, Y, or both).

  • Damping : The smoothness applied to the handle's movement for dragging or recentering. Higher values result in smoother and slower transitions. This value will not influence the analog stick's value; it is solely for visual.

Arrow

The Arrow is an indicator that rotates depending on the direction in which the Handle is being moved.

  • Arrow : A reference to the Rect Transform component representing the arrow.

  • Origin : The origin direction from which the arrow rotates.

  • Damping : The smoothness applied to the arrow's movement. Higher values result in smoother and slower transitions.

It is optional, you can leave the Arrow field empty to not use the direction indicator.

Cooldown

  • Fill : A reference to a image component with image type set to filled.

  • Text : The number format used when displaying the cooldown as text. e.g.

    • {0} → 12

    • {0.0} or {1} → 12.3

    • {0.00} or {2} → 12.34

  • Format : Determines whether the Skill Button can be used.

  • Duration : The total time duration to finish the cooldown.

  • Time Mode : The time scale that affects the duration of the cooldown

  • Is Manual : Determines whether the cooldown is managed manually (via Instruction or scripting). If set to false, the cooldown starts automatically after casting.

Cancellation

  • Cancel Area : A reference to a Tactile Control component. Interactions such as press, release, etc. of a Cancel Area will also trigger regardless if its interactable or not when using the Skill Button

  • Is Inverted : If true, cancellation is triggered outside the Cancel Area. If false, it is triggered inside the area.

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