Creating a dynamic animation system for a card game.
I'm currently making a card game, which has basic similarities to Hearthstone, Eternal and many others.
What I'm concerned about is a good way to implement animations, using both mecanim and custom scripts. I'd like this system to be modular and design friendly, so I opted into making some abstraction in an IAnimation interface, and I implemented it in some scripts (A script for calling a state of an animator, another script for dynamic movement from point A to point B, another for particles and so on).
These scripts are meant to be saved either as a MonoBehaviour prefab, or a ScriptableObject (still researching to see what's better). That way, my designer should be able to connect these scripts via the editor by drag and drop - in between using some other custom scripts to join many animations prefabs into one concrete animation.
To give a specific example on why I'm doing this, I want my designer to be able to set things in the editor, so he can make an animation which 1) Fires a bolt of Fire from one slot to another 2) The second slot enters in a state of fire or.. 1) A chain of iron is formed between two slots, which is destroyed upon some conditions (set by code).
Question - Upon finishing with the explanation, my main worries are:
1) Has anyone implemented a similar system to help their designers? Does it help, or do I have to abandon it early for some more hardcoding patterns?
2) Does anyone know or have a good idea on how to implement such complex animations in a card game, in ways that I won't have to change or add code for every other animation? (If the system above sounds faulty to you at all)
Any input whatsoever or experience would be greatly helpful, as I want to make a robust and maintainable system for animations.
[ Sorry if the post was long, I've thought much about this but can't reach any definite conclusion on my own. ]
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