====== 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. {{ :move:move_force.jpg?nolink |}} ---- **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, ControlsScript hitter){ foreach(AppliedForce appliedForce in move.appliedForces){ Debug.Log("Casting Frame:" + appliedForce.castingFrame); Debug.Log("Horizontal Force applied:" + appliedForce.force.x); } } ---- [[move:start|< Back to Move Editor]]