Im thinking of how to sensibly and efficiently set up a system for a manual hack and slash.
Here are some things to consider.
- It is universal, all units in the game will use this instead of their "auto attack"
- It has to support varied attack speeds, ranges and attack modifiers
The current idea is as follows.
- The dummy ability the manual swing is based on is channel with an infinitely long channel duration.
- Upon casting, the unit's animation speed is scaled to it's damage point. Therefore the swing animation will play once.
- Periodic checks for what time frame a swinging unit is in, interrupt the channel (thus ending the swing) if unit has reached the end frame of its swing (ie. damage point).
Thoughts?
Am I grossly overthinking this?
Here are some things to consider.
- It is universal, all units in the game will use this instead of their "auto attack"
- It has to support varied attack speeds, ranges and attack modifiers
The current idea is as follows.
- The dummy ability the manual swing is based on is channel with an infinitely long channel duration.
- Upon casting, the unit's animation speed is scaled to it's damage point. Therefore the swing animation will play once.
- Periodic checks for what time frame a swinging unit is in, interrupt the channel (thus ending the swing) if unit has reached the end frame of its swing (ie. damage point).
Thoughts?
Am I grossly overthinking this?