- Home /
Question by
logging_out · Aug 08, 2011 at 03:04 AM ·
javascriptattackcombo
Combo Attack Chain Script Help
So I was trying to figure out a way how to create a Combo Attack Chain using animations. I asked around in the Unity Forums here, but I couldn't get the answer I wanted. Here's the scrip that I was trying to use:
animation["Attack1"].wrapMode = WrapMode.ClampForever;
animation["Attack1Reuturn"].wrapMode = WrapMode.Once;
animation["Attack2"].wrapMode = WrapMode.ClampForever;
animation["Attack2Return"].wrapMode = WrapMode.Once;
animation["Attack3"].wrapMode = WrapMode.ClampForever;
animation["Attack3Return"].wrapMode = WrapMode.Once;
animation["Attack4"].wrapMode = WrapMode.Once;
function Start () {
if(Input.GetButtonDown("Fire1")){
animation.Play("Attack1");
}
}
function Update () {
if(Input.GetButtonDown("Fire1") = Time.deltaTime * 1;
animation.Play("Attack2");
else animation.Play("Attack1Return");
}
function Update () {
if(Input.GetButtonDown("Fire1") = Time.deltaTime * 1;
animation.Play("Attack3");
else animation.Play("Attack2Return");
}
function Update () {
if(Input.GetButtonDown("Fire1") = Time.deltaTime * 1;
animation.Play("Attack4");
else animation.Play("Attack3Return");
}
And here's the script that someone else suggested starting with and adding on to:
var timer : float=0.0;
var stage : int=0;
if(Input.GetButtonDown&&Time.time>timer+1.0)
{
if (stage==0)
//play your first animation here
int+=1;
timer=Time.time;
}
I'm new to javascript and I don't really understand what's happening in the second script, nor do I know how I would add onto it to do what I want. Help with either script would be much appreciated.
Comment
Your answer
Follow this Question
Related Questions
Castlevania style stop and attack script. 0 Answers
Need help with simple RayCast Attack script 1 Answer
I need help with my health script 2 Answers
Cooldown Function Problem 1 Answer
Punching - what would be the better way? (in javascript) 2 Answers