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move:input [2013/12/12 22:03] Mistermind |
move:input [2016/01/18 02:08] Mistermind |
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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 | + | **Charge Move:** If toggled, the first button press of your //Button Sequence// |
- | **Button Sequences: | + | (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:// | ||
+ | |||
+ | **Button Sequences: | ||
**Button Executions: | **Button Executions: | ||
- | * **On Button Release:** Enable this if you want the move to be executed after you release the button instead of after pressing it. Useful for creating moves like Focus attack or Zero's Hyper Zero Blaster (Marvel vs Capcom 3) | ||
+ | * **On Button Press:** Move is executed on press of below button(s). | ||
+ | * **On Button Release:** Move is executed on release of the below button(s). | ||
+ | |||
+ | In Street Fighter, special moves can be executed either on Press or on Release. | ||
+ | Normal attacks should only be executed on Press.\\ | ||
+ | Boxer' | ||
+ | |||
+ | __NOTE:__ If both Press and Release are off, then the move cannot 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]] |