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project-yagi's Issues

Implement combos

Count time between attack of the same type
Count N attack of that time in combo timeframe
Use blend tree to show a different animation

Enemy flips multiple times when detecting wall

  • What is it:
    The enemy flips when finding wall, another check happens before the rays are re-drawn in front, enemy flips again and so on...
    EnemyState.PhysicsUpdate (all checks done here)
    IdleState.Exit() -> Flip()
    Skeleton_TargetDetectedState->LogicUpdate() -> if (targetDetectedBackward) entity.Flip();

  • How to debug it:
    The problem is Flip() happens when it should not and /or wall is detected when is not.
    So Debug.Log or Breakpoint in those functions should do

  • How to fix it:
    Move checks in EnemyState.LogicUpdate

Player holding weapon

  • Add weapon to main hand bone and shield on secondary bone
    OR
  • Switch animations with 2h sword holding (claymore)

Need to find in Mixamo where the weapons are

Enemy collisions

If you fly on their head they will attack you and push you away
KB attenuation should be zero when in air.
Ground layer needs refact

Add a Glow Shader to 2D Texture

Each animation spritesheet needs an _Emission layer (or separate psd to import)

  • Select -> color -> axe color
  • Inverse selection and delete
  • Apply Image -> Adjustements -> B&W to the axe color
  • merge a black BG behind the axe
  • save in psd, set psd to default, pointin unity
  • Spritesheet editor for the animation, add secondary texture -> new psd
  • Re-apply animation sprites to the animation

Player/Enemy Animation timing

Player Attack:: 6f prep | 3f hit | 16f recover (1x unit forward)
Player Combo 2/3: right after hit goes in back position-> 16prep | 3f hit
Enemy Attack: 7f prep | 5f launch | 1f hit | 20f recover
Player Hit: 1f hit with glow shader | 8f knockback (1x unit back)
Player Jump: 1f crouch (bdown) | 10f way up (1 unit) | 1f hover | 10f down | 3f recover
Block: 5f in position | 3f release
Roll: 27f all | most movement in 5f | last part of rolling doesn't move

Crisp Jump

We need to couch on push down.
We need to recover for few frames on land.
Fix X movement while in air.

Prevent Player from falling while attacking

Check ground during hitbox movement wont work, when ground is not found it's already late.
We can check ledges at the feet of the player? With a collider that takes the feet and must be 100% on. Or 2 colliders at the feet.

3D animations from Mixamo.com

  • Import from https://www.mixamo.com/
  • Import the main model from the Models, RIG=Humanoid, Generate Avatar
  • Duplicate material CMD+D, select a material shader you like
  • Instance animator -> select Avatar from the model
  • The animation specific source can be changed to have RIG=Humanoid | Copy Avatar from the model (but maybe it's not needed)
  • Duplicate the animation from the source
  • Rename, open Animator, drop into the right state

Making a SpriteShape

Create a Sprite Shape Profile in Sprite Shape (?) folder
Sprite should be Full Rect non tight
Drag in the sprite into the profile
Then in Hierarchy -> Create -> 2d Object -> Sprite Shape
Add edge collider 2d

Making a Tilemap

in Sprites folder
slice Sprite as Multiple/Clamp/Bilinear/FullRect
TilesetMask as Default/2d/No Alpha/Clamp/Bilinear
NormalMap as Default/2d/No Alpha/Clamp/Bilinear

Add secondary sprites as _NormalMap & _MaskTex

Select Scene->Grid, create new Tilemap
Create new Palette with [TilesetName] in Tilemaps main folder
D&D the spritesheet in the palette and save in [Tilemaps/[TilesetName]

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