Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by ryanmts · Oct 06, 2016 at 07:51 AM · animationcoroutinescriptableobjectmodularmonobehavior

Best way to decouple character attack animations?

I'm currently making a 2D grid-based tactics game and I wanted to decouple the attack animation of my units from their monobehavior. I was thinking about having a default attack animation (which is just a tweening of the unit moving towards the enemy) and some custom attack animation for a few characters (like archers and mages, for example).

What would be the best way to do this? I thought about ScriptableObjects, but I have no idea what would be the best way to structure something like that.

Doing simple C# classes to handle this worked fine (see snippet below), but there's no way to set them in the inspector of my character prefabs.

My current Unit monobehavior:

 public class Unit : MonoBehaviour {
     // A bunch of attributes...
     public UnitAttackAnimation attackAnimation;
 }


My current implementation of an abstract UnitAttackAnimation:

 public abstract class UnitAttackAnimation{    
     public Unit unitSelf;
 
     public UnitAttackAnimation(Unit unit){
         this.unitSelf = unit;
     }
 
     public abstract IEnumerator BeforeDamage(Unit enemy);
     public abstract IEnumerator AfterDamage(Unit enemy);
 
 }

A concrete example of an attack animation:

 public class RegularAttackAnimation : UnitAttackAnimation{

 public RegularAttackAnimation(Unit unit) : base(unit){}

 public override IEnumerator BeforeDamage (Unit enemy){
     unitSelf.transform.DOMove(enemy.transform.position, 0.1f * GameManager.Instance.globalAnimationSpeed);
     yield return new WaitForSeconds(0.1f * GameManager.Instance.globalAnimationSpeed);
 }

     public override IEnumerator AfterDamage (Unit enemy){
         unitSelf.transform.DOMove (new Vector3 (unitSelf.x, unitSelf.y), 0.15f * GameManager.Instance.globalAnimationSpeed);
         yield return new WaitForSeconds(0.15f * GameManager.Instance.globalAnimationSpeed);
     }
 }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Formed puzzle piece and sense the existence of the character and enemy moving around 3 Answers

Coroutine / Switch case 1 Answer

Cannot get animation to play until finish without holding down the button 1 Answer

Why can MonoBehavior.Start() return an IEnumerator? 3 Answers

Help with Character Animation. 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges