Radiation Zone Toolbox
Shawn Edwards
$20.00
Date |
Price |
---|---|
日期和时间 |
价钱($) |
03/19(2018) |
20.0 |
12/02(2019) |
10.0 |
12/15(2019) |
20.0 |
11/07(2024) |
20.0 |
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Tested in Unity 5.3.2 through 5.5.0
Now with custom inspector localization!
The Radiation Zone Toolbox is intended to provide a drag-and-drop solution for adding radiation effects to your games. Using the provided scripts and prefabs, you can quickly add and modify radioactivity support on any object or game level / map.
Features:
-Geiger counter: The Geiger counter (5794 triangles) features an emissive display panel with customizable color, power on/off and selectable dosage units including: Gray (Alpha), Gray (Beta), Gray (Gamma), Gray (Neutron), Sievert, Millisievert, Microsievert, Rad (Alpha), Rad (Beta), Rad (Gamma), Rad (Neutron), Rem, Millirem, Microrem.
-Dosimeter badge: The dosimeter UI component features a customizable, color-changing "film" that reacts to different radiation levels (defaults to Millisieverts). The dosimeter script is fully customizable to allow you to create your own dosimeter using whichever of the supported radiation units that you prefer.
-Standard Zone: Consists of an inner zone (positionable within the outer zone) and outer zone (both either spheres or cubes) and allows for ramping of radiation dose values from the edge of the outer zone to the inner zone.
-Isolation Zone: Consists of an outer zone (sphere or cube) that "isolates" players from the background zone.
-Ramp Zone: Consists of an outer zone (cube only) that allows for ramping up of radiation dose values along a specified axis.
-Background Zone: Consists of an outer zone (sphere or cube) that acts as a boundary (and/or background radiation provider)for maps/levels.
Detailed Description:
-Standard Zone: This zone has an inner and an outer zone defined by either cubes or spheres. Each zone (inner and outer) can be scaled independently from one another. If the outer or inner zone are scaled smaller or larger (respectively) than the other, then the other zone will be re-sized accordingly. This means that you won't end up with an inner zone that is larger than an outer zone or vise-versa. As well as scaling validation, this zone prevents moving the inner zone outside of the outer zone.
The radiation dose values for this zone ramp upwards from the edge of the outer zone to the edge of the inner zone, no matter where the inner zone is placed within the outer zone. There is also a datum within this zone that allows the user to designate an area of different radiation levels. This is especially useful when a zone overlaps an area where the player should be safe from radiation, such as a shielded room, etc.
-Isolation Zone: This zone is used to define "safe" areas within the background zone. This zone is typically used to set a static background radiation level for bunkers, buildings, caves, etc. While a player, NPC, etc. are inside of one or more isolation zones, the radiation value from the background zone is not processed. This is done so that a developer may use the background zone to do things like make everything outside of safe zones highly radioactive.
The Isolation zone is made up of a single cube or sphere with no ramping of radiation dosing.
-Ramp Zone: This is a special zone used for corridors, etc. that transition to radioactive zones, specifically background zones with high radiation values. In this zone, all area behind the datum is considered the ramp area and all area ahead of the datum is considered the "hot" zone.
The Ramp zone is made up of a single cube and a datum slider.
-Background Zone: This is a single-use (there should only ever be one) zone designed to act as the map / level boundary. If you have a level where everything outside is radioactive, you can use a background zone that is just large enough to encompass all "safe" zones, and that has its background radiation set to the level that you desire. If you *don't* want everything in your map to be radioactive, but want to make everything beyond the borders of your level radioactive, then you can use a background zone that defines the maximum accessible map area and set its background radiation to something like "average" background levels for your world.
No matter which way you use the background zone, leaving it causes the RadiationReceiver objects to ignore all other zones and just keep processing the radiation dosage set in the background zone's RadiationOnExit parameter. This will continue until the player re-enters that same background zone.