![]() □ Adds an option to Weapons for their animator(s) to mirror the animation parameters of the owner character's animator (that way your weapon's animator will be able to 'know' if the character is walking, jumping, etc).□ The Loot component now has options to allow for unlimited loot, unrestrained by MaximumQuantity.□ Adds a FindAbilities method to Character, returning a list of the searched abilities, in addition to the existing FindAbility method.□ Adds OnAbilityStart/OnAbilityStop delegates to all character abilities.□ When using the InputSystem, the ButtonActivated class now uses an InputActionProperty (from InputAction), this offers more options moving forward, but unfortunately will break your existing bindings.□ Adds options to ignore or modify incoming knockback forces to the damage resistance system.□ Adds options to the Auto Aim and Auto Shoot components to only auto aim or shoot if the weapon's owner is idle.□ Adds PathRefreshModes to the Pathfinder3D ability, letting you refresh paths when characters get stuck/interrupted in their path.□ Adds BlockingWeaponStates to abilities, letting you define all weapon states that should prevent the ability from starting.□ Adds more control options to the GameManager's pause method.□ Adds a ForceAbilitiesInitialization method to the Character class.✨ Adds the CharacterSurfaceSound ability, that lets you define any number of surfaces, and will handle walk/run sound swaps, as well as trigger events when entering/exiting surfaces.Adds a 3D, Megaman-like example, and a 2D Zelda-like one. ![]() ![]() ✨ Adds the ChargeWeapon, which lets you define a sequence of charge steps, each triggering their own unique weapon, complete with options like input modes or conditional releases, hooks for every steps, and more.
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