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move:selfappliedforce [2013/12/11 20:51]
Mistermind created
move:selfappliedforce [2021/04/26 23:29] (current)
Mistermind
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 ====== Self Applied Forces ====== ====== 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.+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 |}} {{ :move:move_force.jpg?nolink |}}
 +
 +----
  
 **Casting Frame:** When during the move should the force be applied. **Casting Frame:** When during the move should the force be applied.
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 **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 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 Force:** When this force is applied, this character may already be under the effects of other forces. Should its vertical value be reset?+**Reset 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. **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.
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 ---- ----
 Code example: Code example:
-<code c#>void OnHit(HitBox strokeHitBox, MoveInfo move, CharacterInfo hitter){+<code c#>void OnHit(HitBox strokeHitBox, MoveInfo move, ControlsScript hitter){
  foreach(AppliedForce appliedForce in move.appliedForces){  foreach(AppliedForce appliedForce in move.appliedForces){
  Debug.Log("Casting Frame:" + appliedForce.castingFrame);  Debug.Log("Casting Frame:" + appliedForce.castingFrame);
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-[[move:introduction|< Back to Move Editor]]+[[move:start|< Back to Move Editor]]
move/selfappliedforce.1386813117.txt.gz · Last modified: 2013/12/11 20:51 by Mistermind