ANIMATION EVENTS
Swain himself has written this same resource! I recommend it over this site right now. See it here.
Taunting and idle animations require minimal unity work, but if you want to make an enemy or player attack in a new way, you'll need some special instructions within your animations.
Events are the special instructions. Events have a name, and a property(A string, or a float, or integer, or an object).
There are two kinds of Events, "Run Events" and "Method Events".
Run Events are older and often more restricting to use, but most of the game was built with them so they're often the only way of making an animation do what you want. Run Events iniversally specified as RunEvent, with a string denoting what Event to run from there.
Newer and more versatile are Method Events. Method Events have their own Event Name, and instead can use their one property to specify a variation of it's function.
- RunEvent
- String
- [UNFINISHED]
- [UNFINISHED]
- H2HAdvance
- Float
- Specifies when and how far an H2H attack will move you forward. If the float is 0 or less, it will be set to 1. No going nowhere, cuz why have an Event, no going backwards cuz ???.
- H2H_Warmup
- Integer
- 0 = Right Hand
- 1 = Left Hand
- Specifies the start of the "wind up" phase of an attack, where the weapon or fist is getting into position. You probably want this to exist at the beginning of the attack. Light attacks Fast-forward through this phase at lightning speed with the associated skill. Not strictly necessary.
- H2H_Swing_M
- Integer
- 0 = Right Hand
- 1 = Left Hand
- Specifies when the attack applies it's trail effect, plays it's swing sound, and tells the game that the succeeding H2H_Hit_M will count as a light attack. If any reason (such as being a brute) converts this to a heavy a heavy attack, this also specifies when the hitbox for sweeps activates. (Need to check if this actually specifies a light attack, or if that's implied by the commands that initiated it.).
- H2H_Hit_M
- Integer
- 0 = Right Hand
- 1 = Left Hand
- Activates the hitbox where the weapon is at this moment.
- H2H_Swing_End
- Integer
- 0 = Right Hand
- 1 = Left Hand
- Deactivates the trail.
- H2H_End
- No property needed!
- Tells you when you can iterrupt this attack with the next attack in your combo animation.
- ¿LeapEvent?
- No property needed!
- Launches you toward your crosshair, or an enemy toward their target. (I don't know if this exists.)