then I would be able to build a visual effect based on these types...
export const crusherFX: FX.Config = {
effects: [
{
type: FX.Types.ANIMATION,
assetName: "CRUSHER_TRAP",
delay: 0,
config: {
offset: -5,
partName: "MOVEMENT",
downEasingStyle: Enum.EasingStyle.Linear,
upEasingStyle: Enum.EasingStyle.Quad,
upDuration: 0.8,
downDuration: 0.1,
pauseDuration: 0.5,
},
},
{
type: FX.Types.SOUND,
soundId: SoundId.ENERGY,
delay: 0,
config: { volume: 0.8, pitch: 0.9 },
},
{
type: FX.Types.PARTICLE,
assetName: "EXPLODE",
delay: 0.1,
config: {
lifetime: 1,
emitDelay: 0,
emitDuration: 0.5,
},
},
{
type: FX.Types.SOUND,
soundId: SoundId.SLAM,
delay: 0.1,
config: { volume: 1.0, pitch: 1.2 },
},
{
type: FX.Types.PARTICLE,
assetName: "DUST",
delay: 0.2,
config: {
lifetime: 0.4,
emitDelay: 0,
emitDuration: 0.2,
},
},
],
};
In theory, this makes sense, but it really shrinks the ability to make different effects that are not within such parameters.