Core

The getting started tutorial shows how resources can be added to a character and how to create damaging trigger areas. An example of different resource types and bars can be found in …/AdventureManual/Systems/Resource/ManualResource.unity.

Resources are floating point metrics that can change on a frame to frame basis. A resource has a resource type which is mostly used to identify it and a ResourceValue behavior which actually holds and changes the value. The default ResourceValue does not change on its own. For more specialized resource values that change their value over time or by some other means you can inherit from ResourceValue(look at ChangingResourceValue for an example)

Resources are managed by a ResourcePool which can be used to check, change and monitor resource values.

Souls

SoulsHealth is a simple ResourceValue that does no change on its own. It is checked after a character receives damage to see if they die.

SoulsEndurance is a custom behavior in AdventureSouls called SoulsStamina. This is similar to a ChangingResourceValue but also subtracts from its value when the player is sprinting.

SoulsPoise is a resource value that defines whether the character gets staggered by a hit. It gets damaged by attacks and then refills on its own.

Hero

The player only has the HeroHealth resource which gets reduced by HeroHealthDamage and recovered by picking up HeroHeart pickups.

The Damage subgraph in HeroCharacter checks if the health has been reduced to zero and starts the Die TimelineAction with the HeroDeath timeline.

In addition to health skeletons also have the HeroStun resource. This EffectResourceValue adds the HeroStun effect to the character which stops movement and animations. The HeroStunResource visual graph is in charge of visualizing the effect by tinting the model materials in a blue shade.