Hi, I am making an 3D action game and am tackled with the task of creating good combat like Monster Hunter or Dark Souls.
I already have the animations and am pretty sure I’ll keep using colliders unless someone points me to an super efficitve way while staying as flexible as colliders are.
- The problem at hand with an example:
“Attack_Animation_1” (“AA1”) of “Player_1” is called who holds “Sword_1” (“S1”) in his right hand.
“S1” has multiple collideres as hitboxes attached that now have to be activated or deactivated, also colliders specifically for “AA1”. Depending of the frame of “AA1”.
- The actual problem:
Now I need to communicate through “AA1”'s Animation component which colliders of S1 have to activate/deactivate.
Meaning a communication(class/script?) between “AA1” and “S1” has to happen.
After that I have to be able to swap S1 with Sword_2 which then has to use the same hitboxes when AA1 is played
This is what I imagine a HitboxManagerClass could handle. I have no idea where to start, though.
Can you help me to find a soloution to the problem? How can I make “AA1” and “S1” communicate and call reactions from the enemy in a timely manner?
TL;DR:
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How to manage hitboxes of weapons during animations of the character wielding the weapon
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Hurtboxes of enemies and
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How to trigger behavior and other animations like subtracting HP and stunning.
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How to make the weapon interchangable and keep functionality
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Need guide of some sort
My game will be weapon/sword centric and so I need to manage hitboxes on different kind of weapon animations fast and accurately to generate a good player feedback.
Any good source of help would be great!
Thanks in advance!