Attack
Last updated
Last updated
Attack Data is a ScriptableObject that contains detailed information about a specific attack. It includes various attributes that define the attack’s behavior, visual and audio effects, and interactions with targets.
You can create attacks by going to Create > Combat System > Create Attack.
Attack Data
General Settings:
Animation Clip: The animation associated with this attack.
Impact Start Time: Start time of the impact relative to the animation.
Impact End Time: End time of the impact relative to the animation.
Wait for Next Attack: Indicates if the next attack should wait before being triggered.
Wait for Attack Time: Time to wait before the next attack, relative to the animation.
Hitbox to Use: The hitbox to apply for this attack.
Finisher: Indicates if this attack is a finishing move.
Rotate to Target: Determines if the character should always face the target during the attack.
Damage: The amount of damage caused by this attack.
Hit Direction: The direction in which the attack hits.
Reaction Tag: Tag used to identify the reaction to this attack.
Unblockable Attack: Indicates if this attack is unblockable.
Override Reaction:
Override Reaction: Indicates if the reaction should be overridden.
Clip: The animation clip associated with this reaction.
Will Be Knocked Down: Indicates whether the character will be knocked down as part of this reaction.
Knock Down Direction: The direction in which the character will be knocked down.
Lying Down Time Range: The range of time (in seconds) for how long the character will remain lying down before getting up.
Override Lying Down Animation: Indicates if the default lying down animation should be replaced with a custom one.
Lying Down Animation: The animation clip to use for the lying down phase.
Get Up Animation: The animation clip to use for the character getting up.
Is Synced Reaction: Indicates if the reaction should be synced with the animation.
Sync Start Time: Start time of the synced reaction, relative to the animation.
Rotate To Attacker: Indicates if the target should be rotated during the reaction.
Rotation Offset: Rotation offset applied to the target during the reaction.
Override Blocked Reaction:
Override Blocked Reaction: Indicates if the blocked reaction should be overridden.
Blocking Clip: The blocked animation clip associated with this reaction.
Is Synced Blocked Reaction: Indicates if the blocked reaction should be synced with the animation.
Block Sync Start Time: Start time of the synced blocked reaction, relative to the animation.
Rotate Target in Blocked: Indicates if the target should be rotated during the blocked reaction.
Rotation Offset in Blocked: Rotation offset applied to the target during the blocked reaction.
Counter:
Can Be Countered: Indicates if this attack can be countered.
Counter Attack: The AttackData associated with the counterattack.
Counter Start Time: The relative time in the animation when the counterattack should begin.
Max Distance for Counter: Maximum distance below which the counter can be performed.
Health Threshold for Counter: Health threshold below which the counter can be performed.
Target Matching:
Target Matching Attacks in Unity include three types:
Snapping: Attacks are aligned directly with the target position, resulting in accurate strikes regardless of the player's position.
Linear: Executes attacks in a straight path toward the target
Rootmotion: Root Motion matching scales the attack animation so that the attacker reaches the target point accurately.
Choose the type that fits your attack needs and enhances your gameplay experience.
Move to Target: Indicates if the character should move to the target.
Move Type: The type of target matching movement.
Move Start Time: Start time of the movement relative to the animation.
Move End Time: End time of the movement relative to the animation.
Distance from Target: The distance the character should move to from the target.
Ignore Collisions: Indicates if collisions should be ignored during movement.
Weight Mask: The weight mask applied during root motion.
Root Curves: The root motion curves of this attack.
Snap Type: The type of snapping to use for this attack.
Local Position from Target: Local position offset from the target.
Snap Target: The target to snap to for this attack.
SFX (Sound Effects):
Strike Sound: Sound played when the strike occurs.
Hit Sound: Sound played when the attack hits.
Blocked Hit Sound: Sound played when the attack is blocked.
Reaction Sound: Sound played when the target reacts to this attack.
VFX (Visual Effects):
Hit Effect: Visual effect played when the attack hits.
Blocked Hit Effect: Visual effect played when the attack is blocked.
Camera Effects:
Camera Shake Amount: Intensity of the camera shake effect.
Camera Shake Duration: Duration of the camera shake effect.