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As development has continued some extra functionality is needed to intergrate integrate the player controller with more new variables and playmaker state machine triggers.
Stamina Integration:
Stamina is the INT-based resource that’s spent when the player character attacks or interacts with the world and it’s entities.
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It’s now also a resource that sits at a Maximum until player inputted interactions “Drain” the resource.
It’s then replenished over-time by recharging itself.
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Stunned disables Interact Input:
1: I’ve created a “Stunned” state that occurs for a time after the player character gets hit by an enemy.
This is handled in the playmaker FSM object: “Logic - Stunned Logic”
2: When the player character is stunned a playmaker global bool called “Player Stunned” is set to “True”
3: When this playmaker global bool is true I’d like the “interact” input to be disabled.
Meaning: If the player character is stunned, then they cant attack .until the bool is back to “False”
New Animator Variable Settings in Inspector:
The following are additional “Animator Variable Settings” that need to be exposed in the inspector
Animator Character Attack
If the player hits inputs the “interact” input successfully.
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Note: I’m currently
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faking this via the playmaker FSM object “Logic - Attack Sprite Animation”
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.
I’d delete the playmaker logic out once it’s part of the player controller.I’d delete it because it currently has no way of knowing if an attack is valid to do. So it just does it everytime.
Animator Character Attack Failed
This should trigger If the player hits inputs the “Interact” input but doesn’t have the player stamina to pay for it .
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Global Variable Name
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Variable type
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Playmaker or Animator Integration?
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Description
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Default Variable Setting:
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Stunned?
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Bool
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Playmaker
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Keyboard Input
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The input needed to move down. (-Y)
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S
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Keyboard Input
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The input needed to move left. (-X)
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or if the player is currently stunned.