Ecosystem Hub Core Framework (156+) Animated (87) Component Designer (75) Hierarchy Designer (83) Validation Module (39) Inspector Customizer ToolBox Vol. 1 (4)

[BossHealthBar]

Target: Field | Property Addon: Animated Attributes Zero GC

Renders an authentic arcade boss health bar with a lingering damage ghost bar, multi-phase threshold dividers, and interactive click-drag scrubbing.

Unity Inspector Simulated Preview • BossEncounter.cs
IGNIS, LORD OF CINDERS 3,500 / 5,000 HP (70%)
Phase 1 (Notch 75%) Phase 2 (Notch 50%) Enrage (Notch 25%)

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]

Target: Method | Field | Property Addon: Animated Attributes Tactile Audio

Plays synthesized auditory cues directly in the Unity Editor when interacting with buttons, toggles, or serializable fields.

Unity Inspector Simulated Preview • BuildUtility.cs

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, and WarningBeep.
  • 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/.