This shows you the differences between two versions of the page.
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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// | + | 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. | **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 | + | **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, | + | <code c#>void OnHit(HitBox strokeHitBox, |
foreach(AppliedForce appliedForce in move.appliedForces){ | foreach(AppliedForce appliedForce in move.appliedForces){ | ||
Debug.Log(" | Debug.Log(" | ||
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- | [[move:introduction|< Back to Move Editor]] | + | [[move:start|< Back to Move Editor]] |