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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.
  
code/pawn.1431179093.txt.gz · Last modified: 2015/05/09 15:44 by 82.247.193.95