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move:input [2013/12/11 15:49] Mistermind created |
move:input [2022/12/06 15:57] FreedTerror |
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Choose the buttons or button sequences this move requires in order to be executed. | Choose the buttons or button sequences this move requires in order to be executed. | ||
- | {{ : | + | {{ : |
- | **Charge Move:** If toggled, the first button press of your execution sequence must be held down by the //charge timing// value defined in the [[character: | + | ---- |
- | **Button Sequences: | + | **Charge Move:** If toggled, the first button press of your //Button Sequence// must be held down by the //Charge Timing// value defined below. |
+ | |||
+ | (Charge Move) **Charge Timing:** How long, in seconds, input must be held down for. | ||
+ | |||
+ | **Allow Input Leniency:** If this move has a sequence, this allows the player to input extra buttons between its button sequence. For a more detailed explanation on what it is and how it works, check out this [[http:// | ||
+ | |||
+ | (Allow Input Leniency) **Leniency Input Buffer:** If //Allow Input Leniency// is toggled on, define how many inputs can be pressed during this move's input sequence. | ||
+ | |||
+ | **Allow Negative Edge:** When toggled, the engine will read for [[http:// | ||
+ | |||
+ | **Force Axis Precision: | ||
+ | |||
+ | **Button Sequences: | ||
**Button Executions: | **Button Executions: | ||
+ | |||
+ | * **On Button Press:** Move is executed on press of the button(s). | ||
+ | * **On Button Release:** Move is executed on release of the button(s). | ||
+ | * //Requires Press First:// If toggled, this move will only come out if the engine detects the button was previously pressed. Useful to have in focus attack like moves where input execution sometimes occur during buffers. | ||
+ | |||
+ | In Street Fighter, special moves can be executed either on Press or on Release. Enable both options to mimic that behaviour.\\ | ||
+ | Normal attacks should only be executed on Press.\\ | ||
+ | Boxer' | ||
+ | |||
+ | __NOTE:__ If both Press and Release are off the move will not be executed. At least one of the must be enabled to allow the move to be executed. | ||
+ | |||
---- | ---- | ||
Code example: | Code example: | ||
<code c#>void OnMove(MoveInfo move, CharacterInfo player){ | <code c#>void OnMove(MoveInfo move, CharacterInfo player){ | ||
- | Debug.Log("Total button presses:"+ (move.buttonSequence.Length + move.buttonExecution.Length)); | + | // Creates a glow effect while holding the charge for a blaster |
+ | if (move.moveName == "Charging Blaster"){ | ||
+ | _specialGlow = (GameObject)Instantiate(specialGlow); | ||
+ | _specialGlow.transform = player.characterPrefab.transform; | ||
+ | }else if (move.moveName == " | ||
+ | Destroy(_specialGlow); | ||
+ | } | ||
}</ | }</ | ||
---- | ---- | ||
- | [[move:introduction|< Back to Move Editor]] | + | [[move:start|< Back to Move Editor]] |