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Variable Name

Variable type

Playmaker or Animator Integration?

Description

Default Variable Setting:

Movement UP

Keyboard Input

The input needed to move up. (+Y)

W

Movement DOWN

Keyboard Input

The input needed to move down. (-Y)

S

Movement LEFT

Keyboard Input

The input needed to move left. (-X)

A

Movement RIGHT

Keyboard Input

The input needed to move Right. (+X)

D

Action Button 1

Keyboard Input

The input needed to count an action.

Action button 1 will be the games main “Context Sensitive” button. In that it accounts for opening chests, engaging in battles, etc.

Spacebar

Movement Distance

Float

The distance in unity units the player moves per successful input

1

Movement Time

Float

The time in seconds it takes for the player character to physically move from the initial location to the destination location.

Setting to -1 will equate to instant movement.

0.1

Next Movement Delay

Float

The time in seconds that the player has to wait until another movement input will register and send off checks.

Setting to -1 will equate to no delay

0.1

Next Action Delay

Float

The time in seconds that the player has to wait until they can perform another action after completing one.

Setting to -1 will equate to no delay

0.1

Playmaker Integrations:

On Beat Check

Bool Name

Playmaker global variable

The name of the playmaker global variable bool that it checks to see if the input was made “On Beat”

The true / false state of this variable is determined external to this script.

On Beat?

On Beat Move Success

Bool Name

Playmaker global variable

The name of the playmaker global variable bool this script sets to true if the “On Beat Check” comes back as true on a movement input.

A playmaker state machine will check for the true change and then reset it back to false after an amount of time.

On Beat Move Success

On Beat Interaction Success

Bool Name

Playmaker global variable

The name of the playmaker global variable bool this script sets to true if the “On Beat Check” comes back as true on a object interaction input.

A playmaker state machine will check for the true change and then reset it back to false after an amount of time.

On Beat Interaction Success

Movement Disabled

Bool Name

Playmaker global variable

The name of the playmaker global variable this script checks to see if it needs to disable movement.

The script should be making this check quite often.

Move Disabled?

Unity Animator Integrations:

Animator Component Location

Object Path

The path location of the object that has the character “animator” component attached to it.

(None)

Movement Animator Name

Trigger (Animator) Name

Animator

The name of the animator trigger variable it triggers when a successful movement is made.

Character Move

On Beat Move Animator Name

Trigger (Animator) Name

Animator

The name of the animator trigger variable that it triggers when a movement is made “On Beat”

Character On Beat

No Movement Animator Name

Trigger (Animator) Name

Animator

The name of the animator trigger variable that it triggers when an input resulted in no movement.

Character No Movement

Player Controller Update: Written 26th of July - 2021

As development has continued some extra functionality is needed to integrate the player controller with 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.

...

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.

There now exists the situation where attacks and interactions with the world shouldn’t happen if the stamina cost is more then the amount of stamina available.

New functionality needed:

Lowest Stamina Interaction Cost:

1: The player movement controller Script needs to be aware of the playmaker INT global variable “Player Stamina”

2: The Player Movement Controller Script needs to deny the “Interact” input (In the input manager) if the player stamina amount is below a pre-determined INT amount.

Meaning: The player cannot attack if there’s not enough stamina to pay for the attack.

3: The said pre-determined amount should be a tweakable INT number in the inspector. Named “Lowest Stamina Interact Cost”

Example: If the “Lowest Stamina Interact Cost” is set to 4. Then the player can’t attack if the amount of “Player Stamina” is 3 when the Interact input is made.

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 inputs the “interact” input successfully.

  • Note: I’m currently faking this via the playmaker FSM object “Logic - Attack Sprite Animation”.
    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.

  • Image Added

Animator Character Attack Failed

This should trigger If the player inputs the “Interact” input but doesn’t have the stamina to pay for it or if the player is currently stunned.