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Read mepdf v3_0_06action

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Action Setup Each Action Script do not get executed via their own Update(), But through ActionManager instead UnitSetupEditor should do this automatically for you. If you want to set this up Manually, In Action List, increase the size According to what you wanted, And Plug The Action Script to Action List. Action in the top will override the one below if activated Last Updated in 2.0
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Page 1: Read mepdf v3_0_06action

Action Setup

Each Action Script do not get executed via their own Update(), But through ActionManager instead UnitSetupEditor should do this automatically for you. If you want to set this up Manually, In Action List, increase the size According to what you wanted, And Plug The Action Script to Action List. Action in the top will override the one below if activated

Last Updated in 2.0

Page 2: Read mepdf v3_0_06action

Motion Data Refs Curves from V2.0 and before got replace with this **Unity Pro is no longer required ------------------------------------------ Each Action use MotionDataRef ScriptableObjects to determine when to control MatchTarget and toggle Collider If they are not inserted into Action Component, function LoadMotionData() will automatically insert

them for you, as long as the Data is within a Resources folder.

These data are specific to Motions in Animation

Controller, and they are referenced by all Characters.

A change to them will conveniently affect every Characters

If there is a Character that use a different Controller

with different Motion, create a new one specifically for that Character.

Last Updated in 3.0

**Updated in 3.0** Can be created via Unit Setup Editor

Page 3: Read mepdf v3_0_06action

Motion Data Refs

For Action MotionDataRef, Inside ColliderOn, Collider will be turn Off when

Motion Normalized Time is inside the range. Inside MatchTarget, based on Base Layer Motion’s

NormalizedTime The Left Value is when MatchTargetStart Right Value is when MatchTargetStop If you prefer built in numbers to the Script instead, These data are referenced via motionDataRef, you

can substitute the parts that have them.

Last Updated in 2.3

**IMPORTANT** As Serialized ScriptableObject, Change to these Data during Runtime Are Permanent

Page 4: Read mepdf v3_0_06action

Free Running

Some Motion Control require Action Input to be use However, if Unit is doing FreeRunning, Action input will be automatically made Doing FreeRunning will also increase SearchDistance parameter on some motion FreeRunning Toggle is mapped to Tab key by Default Free Running is known to have serious bug, it is temporarily taken out from Input. But the rest of Action Script that utilize it remain the same.

Last Updated in 2. 5

Page 5: Read mepdf v3_0_06action

Grounding

Inside UnitControl_ActionManager, it will check at the start of each turn on whether the Unit is Grounding or not.

Radius is the same as CapsuleCollider’s collider radius This will be set to UnitStatus, and is refer to by other Scripts that need it. In some circumstances, Grounding will be false even if the Collider touch the ground.

Last Updated in 2. 5

Unit

Page 6: Read mepdf v3_0_06action

Action1 – Falling Concept

Unit When there is no Ground below Unit, Falling Parameter will increase beyond 0.0 1.0 if Character simply fall 5.0 if Character Jump, then blend to 1.0 If the Character reached ground, it will turn to 0.0

Last Updated in 2.5

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Action1 – Falling Parameter

Additoinal Gravity will increase Falling Speed. If Controllable while Falling is On, Player can control the Unit when falling. AirVelocityControlModifier control the speed of Character while in the Air

AirVelocity

Ground

Last Updated in 2.5

AddGravity

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Action1 – Falling Parameter

When Unit start to fall Downward, either from falling or reached the top from Jumping, Depending on how high the Character fall, Landing motion will be different

Last Updated in 2.5

Height is below Fall Height1 => Directly blend to move Height is below Fall Height2 => ReachGround1 Height is below Fall Height3 => ReachGround2 Height is above Fall Height3 => ReachGround3 + Receive Damage

Page 9: Read mepdf v3_0_06action

Action1 – Falling Parameter

Inside Function CheckStatePriority(), any state added to here will override Falling motion

Last Updated in 2.5

If the Character is in ReachGround State To GetUp, do GetUp Input. This will be further explain in ReadMePDF_V3_0_08_DamagingControl

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Action1.5 – Jumping Concept

Jumping is built-in with in Action Falling. It can only be done when Character is Grounding and CanJump is true Vertical JumpForce determine how high character can jump JumpDelayTimer is used to prevent bug when the Unit was immediately grounded after jump

Vertical Jump Force

Last Updated in 2.5

Page 11: Read mepdf v3_0_06action

Action2 – JumpAcross Concept

1

2

3

MatchTarget

Platform

1. The Unit will check if there is any collider within a distance below 2. If there is no floor there, search for any Platform in front 3. If there is a Platform, Calculate MatchTarget 4. If Unit’s Movement Speed is beyond a certain value, Jump there

The Platform GameObject need to have “Platform” tag

Last Updated in 1.5

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Action2 – JumpAcross Parameter

FloorSearchOrigin offset from Unit

FloorSearchHeight

SearchRayOriginOffset Offset from Unit

MatchTargetSearchOffset

MatchTarget

If the position of matchtarget’s height relative to Unit is MatchTargetMinHeight < matchTarget < MatchTargetMaxHeight + If the MatchTarget Distance from Unit is horizontally between

FloorSearchOrigin and SearchDistance The unit will do JumpAcross motion toward MatchTarget

SearchDistance

Last Updated in 1.5

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Action3 – JumpDown Concept

1. The Unit will check if there is any collider within a distance below 2. If Unit’s Movement Speed is beyond a certain value, Jump Down **CURRENT ISSUE** JumpDown does not goes well with JumpAcross,

1

Last Updated in 1.5

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Action3 – JumpDown Parameter

FloorSearchOrigin offset from Unit

FloorSearchHeight

If there is no Collider within distance from SearchOrigin to Height, The Unit will perform JumpDown motion

Last Updated in 1.5

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Action4 – MoveUp Concept

2

1

1. The Unit will check if there is any collider in Front 2. If there is a Platform, Calculate MatchTarget 3. If Unit’s Movement Speed is beyond a certain value,

+ MatchTarget’s Height Difference is within a certain range, Do either MoveUp or StepUp Motion base on MatchTargetHeight

The Platform GameObject need to have “Platform” or “Cover” tag

Last Updated in 2.3

Since 2.3, StepUp and MoveUp Action got combined into a single MoveUp Action

Page 16: Read mepdf v3_0_06action

Action4 – MoveUp Parameter

SearchRayOriginOffset

MatchTargetSearchOffset

MatchTarget

SearchDistance

If the position of matchtarget’s height relative to Unit is ActionMinHeight < matchTarget < StepUpLimitHeight => Do StepUp StepUpLimitHeight < matchTarget < MoveUpLimitHeight => Do MoveUp Toward MatchTarget **If the Unit is FreeRunning, do RunUp instead of MoveUp **This will also override Action6 – Vaulting

Last Updated in 2.3

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Action4 – MoveUp Editing

There has been a request for Jumping Up to reach High Places. You can edit this Script yourself 1. Find the motions that you need, UnityDemo has one available. 2. Inside Action_Base Component, add JUMPHIGH = 8 to ACTION Enum 3. Inside AnimationController linked up that Motion inside Action SubState Machine 4. Link Locomotion to that Action with Condition Action Equals 8 5. Edit Script Accordingly

Last Updated in 2.3

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Action6 – Vaulting Concept 2

1

1. The Unit will check if there is any collider in Front 2. If there is a Cover, Calculate MatchTarget 3. If Unit’s Movement Speed is beyond a certain value,

+ MatchTarget’s Height Difference is within a certain range, + Action Input is Made, Do Vaulting Motion

The GameObject need to have “Cover” tag **Name Changed, Called “Crossing” in Version1.0 **Publisher Note To Self, Edit this so that Cover tag is not needed**

Last Updated in 1.5

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Action6 – Vaulting Parameter

SearchRayOriginOffset

MatchTargetSearchOffset

MatchTarget

SearchDistance

If the position of matchtarget’s height relative to Unit is ActionMinHeight < matchTarget < ActionMaxHeight The unit will do Vaulting motion toward MatchTarget

Last Updated in 2.3


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