[BossHealthBar]
Renders an authentic arcade boss health bar with a lingering damage ghost bar, multi-phase threshold dividers, and interactive click-drag scrubbing.
1. Overview & Value Proposition
What it does: Renders a souls-like boss health bar directly inside your inspector. When health decreases, an amber ghost bar lingers at the prior health mark and slowly decays, providing visceral visual feedback when balancing encounters.
The Problem: Balancing multi-phase bosses requires continuously modifying raw float numbers, giving zero sense of phase pacing or visual thresholds.
The Solution:
- Decaying Ghost Trail: Visually displays recent damage increments.
- Phase Notches: Renders vertical tick markers corresponding to boss phase changes (e.g.
PhaseThresholds = new[] { 0.75f, 0.5f, 0.25f }). - Interactive Scrubbing: Click and drag anywhere along the bar to test phase transitions in real time.
2. Quick Start Example
using UnityEngine;
using MaharajaStudio.MSUltimate.AnimatedAttributes;
public class BossEncounter : MonoBehaviour
{
[BossHealthBar(maxHealth: 5000f, barHeight: 26f, BossName = "Ignis, Lord of Cinders")]
public float currentHealth = 3500f;
}
3. Customization Options & Properties
| Property | Type | Default | Description |
|---|---|---|---|
BossName |
string |
null |
Optional boss title displayed above the health bar. |
BarHeight |
float |
22f |
Pixel height of the health bar container. |
GhostDecaySpeed |
float |
1.5f |
Decay speed factor for the amber ghost damage bar. |
PhaseThresholds |
float[] |
null |
Array of normalized phase thresholds (0.0 to 1.0) for vertical notch dividers. |
[EditorSoundEffect]
Plays synthesized auditory cues directly in the Unity Editor when interacting with buttons, toggles, or serializable fields.
1. Overview & Value Proposition
What it does: Adds tactile auditory confirmation into the Unity Editor. Clicking buttons or modifying critical properties plays subtle audio synthesizers or chime presets.
The Problem: Editor tooling is silent. Triggering a critical build, baking navmeshes, or resetting game states gives no immediate feedback if an action executed.
The Solution:
- 5 Presets:
Click,Tick,SciFiBlip,SuccessChime, andWarningBeep. - Pitch Modulation: Customize playback pitch to differentiate actions across a single panel.
- Zero Runtime Footprint: Plays using native editor audio synthesizers, 100% stripped from player builds.
2. Quick Start Example
using UnityEngine;
using MaharajaStudio.MSUltimate.AnimatedAttributes;
public class BuildUtility : MonoBehaviour
{
[EditorSoundEffect(EditorSoundPreset.SuccessChime, Pitch = 1.1f)]
public void BakeLightingAndNavMesh()
{
Debug.Log("Baking completed successfully!");
}
}
Animated Attributes Catalog (87 Total)
87 Motion Attributes Staged in Workspace
All 87 motion attributes across 13 specialized motion categories are staged inside assets/Documentations/MSUltimate/Addons/AnimatedAttributes/Documentation/attributes/.