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move:selfappliedforce

Self Applied Forces

Use this to apply forces to the character during the move. Useful when creating moves like uppercuts (dragon punches), dash punches, slides, divekicks, etc. Any move that needs to push your character in one of many directions.


Casting Frame: When during the move should the force be applied.

Reset X Force: When this force is applied, this character may already be under the effects of other forces. Should its horizontal value be reset?

Reset Y Force: When this force is applied, this character may already be under the effects of other forces. Should its vertical value be reset?

Force Applied: The horizontal (x) and vertical (y) forces that you want to apply. The impact of these numbers may vary depending on the characters weight and game's gravity.


Code example:

void OnHit(HitBox strokeHitBox, MoveInfo move, CharacterInfo hitter){
	foreach(AppliedForce appliedForce in move.appliedForces){
		Debug.Log("Casting Frame:" + appliedForce.castingFrame);
		Debug.Log("Horizontal Force applied:" + appliedForce.force.x);
	}
}

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move/selfappliedforce.txt · Last modified: 2016/01/18 07:50 by Mistermind