'How to use "Armor_Collider"' (Ver.3.0)

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*** Outline ***

"Armor_Collider" is a special collider used as a weak point or a strong point of the tank.
It is displayed as a translucent box in the tank, and it will be invisible in the runtime.


The script in the "Armor_Collider" has "Damage_Multiplier" value to increase or decrease the damage value received from the bullet.

When the value is larger than one, the "Armor_Collider" is used as a weak point.
When the value is less than one, it used as a strong point.

"Armor_Collider" is able to act as a weak / strong point only when it is placed under the tank parts with hit points in the hierarchy.
When the "Armor_Collider" is placed under the "MainBody", it acts as a weak / strong point of the "MainBody".
When it is placed under the "Turret", it acts as a weak / strong point of the "Turret".

You can add or remove them as you will.



*** How to use "Armor_Collider" ***

Select the "Armor_Collider" object in the tank, and adjust the position, the rotation and the scale as you will.
Also you can remove or duplicate them as you will.


(Note.)
The translucent boxes at the front and behind the tracks are not "Armor_Collider" but "Track_Collider" used as a weak point of the tracks.


About the "Track_Collider", please read 'How to attach "Track_Colliders"'.

When the tank does not have any "Armor_Collider", drag and drop the prefab in the "Tank_Components" folder into the tank.


Next, change the hierarchy if you need.
When the "Armor_Collider" is placed under the "MainBody", it acts as a weak / strong point of the "MainBody".
When it is placed under the "Turret", it acts as a weak / strong point of the "Turret".


At last, set the "Damage_Multiplier" value in the "Damage_Control_09_Armor_Collider_CS (Script)" in the Inspector window.
When the value is larger than one, the "Armor_Collider" is used as a weak point.
When the value is less than one, it used as a strong point.