I think he already did
I think he already did
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//total time of lerping/calculation execution. DodgeTime = .3f //multiplies by the vector direction to get total distance traveled over lerp calculation. dodgingdistance = .3f; //calculates the time since the last frame and adds it to a var counter to get time pass since execution of code flow. TimeCovered += Time.deltaTime; //percentage completed in lerping calculation fractionOfJourney = TimeCovered / DodgeTime; //recalculates percentage time complete to create an ease in curve effect for more natural movement. Can use any math graphing function to mimic whatever lerp type movements you want. Or remove it for a 1:1 linear movement speed. fractionOfJourney = Mathf.Sin(fractionOfJourney * Mathf.PI * 0.5f); //sets the direction and distance of the movement; the larger the number, the further the movement the more pronounced the math function will be too. motion = transform.forward * dodgingdistance; //uses controller object to execute said movement push. If you wish to stop the player from doing any movement to affect //this movement, lock down their key controls for the duration of the lerping calcluation. //they can still move around to affect this forced movement, if they are allowed to. playerController.Move(motion * (fractionOfJourney));
Sounds great, looking forward to it! Any possibility of also providing a compiled version of your github fork at the same time? For us unable to install unity and compile it our self.l3lessed wrote: ↑Tue May 05, 2020 5:25 pmDodge 1.0A is done. I'll put it up under its own mod section, but it will be compiled with combat overhaul too, as a mod that comes with it.
From now on, this is how I will be trying to develop all future features for Combat overhaul. They will be developed as stand alone mod packages, so I can also release them for base users too, and allow for easy feature toggling in combat overhaul.
I'll provide an explanation in the mod section area today of how it works.
In basic terms, the higher your agility, the lower the fatigue cost, the further you move, and the longer you can be dodging/hit immune, maxing at .5 second dodge/invuln with a decent movement distance.