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code:pawn [2015/05/09 15:44] 82.247.193.95 |
code:pawn [2015/09/06 11:59] (current) 82.247.193.95 [TODO] |
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* CharacterId : only used for pawns controlled by the player. It is a unique id that must be set. It can be ignored for pawn controlled by AI. | * CharacterId : only used for pawns controlled by the player. It is a unique id that must be set. It can be ignored for pawn controlled by AI. | ||
* State : This is the initial state for the pawn. Usually it is "Idle". | * State : This is the initial state for the pawn. Usually it is "Idle". | ||
- | * Attack Description : The attack to execute when the "Attack" option is chosen for the pawn. This is a description in a statistics point of view. The animations and effects to play are decided by the Pawn Action script. | + | * [[code:attack|Attack Description]] : The attack to execute when the "Attack" option is chosen for the pawn. This is a description in a statistics point of view. The animations and effects to play are decided by the Pawn Action script. |
* Attack Anchor Radius : This is the radius of a imaginary sphere containg the mesh. It is used to compute the displacmeent of a pawn when doing a close range attack so two pawns never penetrate each other. | * Attack Anchor Radius : This is the radius of a imaginary sphere containg the mesh. It is used to compute the displacmeent of a pawn when doing a close range attack so two pawns never penetrate each other. | ||
* Animation State : For each state, you must specify an animation to play with an animation trigger and an animation state name. This means that the pawn as to have a Animator with a animation graph. If no animation is necessary for a given state, leave blank. | * Animation State : For each state, you must specify an animation to play with an animation trigger and an animation state name. This means that the pawn as to have a Animator with a animation graph. If no animation is necessary for a given state, leave blank. | ||
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===== TODO ===== | ===== TODO ===== | ||
Some reorganizations of all those information could be done: | Some reorganizations of all those information could be done: | ||
- | * The Pawn UI only contains one element. Having a script for one element is kind of stupid. | ||
* In Pawn Statistics IsControlledByPlayer should be private. The game should decide what pawns are playable or not. | * In Pawn Statistics IsControlledByPlayer should be private. The game should decide what pawns are playable or not. | ||