Using particle effects to represent an attack
The player has made his or her move, and the Dragon has been affected in some way; it would be nice to see what happened. We'll use a different particle effect to represent each of the attacks.
Creating the materials for the particle effects
Add the attacks.png
sprite sheet and the smokeCloud.png
sprite to the Assets\Sprites\FX
folder. Change its settings so that it is a multiple sprite sheet and slice it automatically.
For particle effects to work, they need a material defined, not just the raw texture/sprite itself. So, navigate to Assets\Materials
(create it if you haven't done so already) and right-click on it to create a new material and name it Attacks
.
Change the Shader material used to the Particles/Vertex Lit Blended shader. You can change the Shader by clicking on the drop-down menu next to the Shader property of the Attacks
material and then navigate to Particles | Vertex Lit Blended.
Next, change the Emissive Color to White. Lastly, click...