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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.

  • Image Added

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.