Create DARK SOULS in Unity ► EP. 134 Character Effects (Pt. 5)
In this video we refactor our damage systems to work with our new Character Effects functionality. Previous, damage was calculated across multiple scripts, and animations were played based on the direction of the attacker.
Now, the direction of the attack is taken into account, whilst also the magnitude of the damage is taken in. The greater the poise damage, the more intense the damage animation. Systems are also in place so if the character is damaged by a heavy attack, a light attack happening immediately after will not replace the heavy damage animation. Likewise, if the character is damaged by a light attack, followed by a heavy immediately after, the heavy damage animation is played.
Migrating all of the damage information to a single effect makes editing damage logic much more simple. Having the logic as an effect also makes it much more modular, which is furthered explained in the video
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► EPISODE 135
https://youtu.be/M7-GjyNF_bQ