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Attack Animations
#Animation Render Component UML
- Animation when stun effect is the attacking source
the code can be used to define various actions for a projectile. First, it attaches an EffectsComponent to the projectile, which is responsible for applying specific effects, in this case, a "stun" effect, to the projectile. Next, it sets up an AnimationRenderComponent called "animator" to handle the rendering of animations associated with the projectile. Two animations, "START_ANIM" and "stun," are added to this component. Finally, the code attaches the "animator" component and a "StunEffectProjectileAnimationController" component to the projectile. The in game animation looks like below:
- Animation when slow effect is the attacking source
Same as the above case this code can be used in the animation rendering, the only difference being the effect slow in this case rather than stun.
The same code method is used with different animations in the code for effectProjectiles and For them to have a start operation , the TouchAttackComponent
class is used.