Mixamo and the Humanoid Animation System

Goals Create a “generic” and “simple” animation set using Mixamo animations with names like “attack” rather than “RPG-Sword-Attack-01” so that the override controller just works better. Importing from MIXAMO I decided to use the Astra model along with the Sword and Shield Pro animation set. I created a project for working only with the animation […]

Refining the Player Controller

Player Controller Player Controller has two methods: Interact With Combat Interact With Movement These jobs need to be mutually exclusive with preference given to the Interact With Combat method. Cursor To World MerlinsBeard.PlayerControls.CursorToWorld Cursor To World is an abstract class that serves as a base class for the Click To Move and the Click To […]

Ammo Use: Laser Rifle

Energy Ammo Component First, this thing probably needs to have most of its functionality abstracted into a base class called Ammo. There’s a lot going on here that any kind of ammo could use. Of note are the exposures of several private fields via public getter properties. This was necessary because the Weapon is being […]

Basic Attack Mechanism

It’s a frickin’ laser beam! Handling the Input What I thought I needed to deal with: What I actually needed to deal with: The short of it is that everything is an axis in the Input Manager which apparently means that everything returns data from Get Axis Raw. The Attack Sequence The goal of the […]