por Mike Ton 10 anos atrás
351
Mais informações
Plane
Layer == "Ground"
(game)
(background)
(rounds)
AnnouncerOptions{}
(GUI)
GUIOptions{}
(character)
(bounce)
(knockdown)
(block)
ComboOptions{}
public float minPushForce = 5;
HitTypeOptions{}
public GameObject hitParticle;
public bool shakeCharacterOnHit = true;
public bool shakeCameraOnHit = true;
HitOptions{}
HitTypeOptions
crumpleHit;
weakHit;
customHit1;
heavyHit;
mediumHit;
(display)
CharacterRotationOptions{}
CameraOptions{}
(control)
MoveQueueType
NoQueue
QueueAnyMove
QueueOnlyMoveLinks
InputManagerType
ControlFreak
cInput
UnityInputManager
(physics)
HitBoxType
low
high
CollisionType
noCollider
hitCollider
bodyCollider
(player)
Sizes
High
Medium
Small
None
BodyPart
upperTorso
head
none
AnimationType
Mecanim
Legacy
Side
Right
Left
Player
Player2
Player1
float
gravity = .37f;
ScriptableObject
GlobalInfo
void
Update()
(crouching)
PlayBasicMove(...){}
(overload)
BasicMoveInfo basicMove, string clipName, float blendingTime, bool replay
BasicMoves{}
BasicMoveInfo
...
crouching = new BasicMoveInfo();
idle = new BasicMoveInfo();
BasicMoveInfo{}
enum
PossibleStates{}
(hit)
HitStun
Block
Down
(jump)
BackJump
ForwardJump
StraightJump
Crouch
Stand
class
ControlsScript{}
func
Update(){}
//if crouching
currentState = PossibleStates.Crouch;
//crouching animation currently playing
false
//not blocking
myMoveSetScript.PlayBasicMove(myMoveSetScript.basicMoves.blockingCrouchingPose);
//is blocking
myMoveSetScript.PlayBasicMove(myMoveSetScript.basicMoves.crouching);
true
if (!myMoveSetScript.IsAnimationPlaying(myMoveSetScript.basicMoves.crouching.name)) {}
(check)
//state
//!stunned
//!blockstunned
//physics
//onGround
//current move = null
//control input state down
var
private
ControlsScript
opControlsScript
???
HitBoxesScript
opHitBoxesScript
myHitBoxesScript
PhysicsScript
opPhysicsScript
myPhysicsScript
MoveSetScript
myMoveSetScript
AnimatorStateInfo
currentBaseState
PossibleStates
currentState
InputReferences{}