Hi,
I want to implement a powerup which can increase the damage amount temporarily.
What I found so far is modifying the use ability and in AbilityStarted() doing something like:
But since there could be multiple different components like MeleeWeapon, ShootableWeapon, Grenade etc. and also there could be multiple components of the same type on one weapon, it's rather a tedious process.
So I wonder if maybe there is something more practical?
I also should mention I'm using UCC + UIS integration in case that matters here.
Thanks for helping out!
EDIT: woops I wanted to use the Questions thread, mis-click there sorry.
I want to implement a powerup which can increase the damage amount temporarily.
What I found so far is modifying the use ability and in AbilityStarted() doing something like:
Code:var meleeWeapon = m_Inventory.GetActiveItem(SlotID).gameObject.GetComponent<MeleeWeapon>(); meleeWeapon.DamageAmount *= 1.5f;
But since there could be multiple different components like MeleeWeapon, ShootableWeapon, Grenade etc. and also there could be multiple components of the same type on one weapon, it's rather a tedious process.
So I wonder if maybe there is something more practical?
I also should mention I'm using UCC + UIS integration in case that matters here.
Thanks for helping out!
EDIT: woops I wanted to use the Questions thread, mis-click there sorry.