Playmaker Forum
PlayMaker Help & Tips => PlayMaker Help => Topic started by: Knuckleup on May 19, 2018, 12:54:23 AM
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I created an Empty Game Object. Gave it a Circle Collider2D Component. Checked Is Trigger. I positioned and rescaled it to cover the boxing glove of the frame I want it to Spawn at. Noted the x Position. Made it a prefab. Opponent has a Box Collider 2D.
I have both the Right/Left Punch animation firing with corresponding Keys (Picture Nes’s Punch Out as that is what I’m doing a test run on) via Playmaker FSM.
Animator: Parameter - Trigger (Punch).
FSM - In the State the Punch fires, I tried adding Get or Create Object: Dragged the
“Hitbox” Prefab into the slot. I also tried using a Varable called Punch. I tried Spawning the Prefab at the X Position.
Gave Opponent a Collision FSM and did a few states to try and make connection detection and for now trigger opponents getting hit animation. Worry about health later.
Anyone have a better FSM setup with specific actions that worked?
Thanks.
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Hi,
I Can't really follow your explanation so bare with me if this does not help :)
Maybe you can place the colliders permanent and then just disable/enable the colliders with this action : Enable Collider
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If there is no actual physics involved, and you have set animations for what happens when hit, you can have multiple colliders parented to the object in motion. Then use a trigger collider that fires the FSM for changing the animations. You can also apply physics in the same state if you wish for them.
Edit: You would want a global transition from that trigger hitting a tagged non trigger collider on the opponent. That way it goes STRAIGHT to that FSM.
At least it's one way of doing it.