✨ Sample Effects¶
Demo UseEffectObject assets you can assign to items.
Used by the Inventory and ItemUseSystem to trigger effects when an item is used.
🧩 These are examples only — safe to delete or replace.
💡 Great starting point for building your own custom use effects.
Purpose¶
Provide minimal, working examples of authorable item-use effects to demonstrate how UseEffectObject integrates with the Inventory system.
Contents¶
| File | Description |
|---|---|
DebugPingEffect |
Logs a message when the item is used. |
SpawnVfxEffect |
Spawns a prefab VFX at the target for a limited time. |
🚀 Usage¶
- Create or open an
ItemDefinitionasset. - Set
usable = true. - Add one or more effects to the
useEffects[]array.
itemDef.usable = true;
itemDef.useEffects = new ScriptableObject[] { debugPingEffect, spawnVfxEffect };
When used (via ItemUseSystem or InventoryDebugPanel), these effects will automatically trigger.
⚙️ Extend It¶
You can subclass UseEffectObject to create your own effects:
public class HealEffect : UseEffectObject
{
public int healAmount = 25;
public override void Apply(IDamageable dmg, GameObject target)
{
if (dmg != null)
dmg.Heal(healAmount);
}
}