Happy Halloween, Smashers and GameJolters!
This update, as you can see from the image, is a PRETTY SIGNIFICANT one! Hitboxes and attack collisions are officially ONLINE! <3 I'm using Mario's First Jab to test the code.
When I press the Attack button to throw out the punch? The opponent Mario's hurtboxes properly recognize the punch's hitbox and will cause him to flinch on contact!! YAY And the function to play a hit sound effect is also up. You can hear the punch land. I have a prefabbed Attack Collision GameObject with a custom collision detection system attached as a component on it, based on Physics.BoxCastNonAlloc, to improve performance! This way EACH AND EVERY instantiated Hitbox has its own collision detector automatically and all I have to do is set the attack's properties via ACMD, which will also turn its SetActive() on, and when time is up, I put in the Terminate() function which turns it off. I have a LayerMask on it which allows it to find damageable targets. I will try later to add "hit bits" so the layermask can dynamically change (like, making a hitbox that can't attack items or breakable terrain). Each Fighter and damaging Article (external object such as a prop, weapon, etc) can summon up to TEN hitboxes which is the max I'm allowing to be activated in one single move.
I had OnTriggerEnter with normal colliders but that wouldn't work no matter what. I knew I hated basic colliders and rigidbodies. lol Tried it MY way, which is loosely based on my ground/terrain detection script, and it works almost straight away lol. Now to build up the full Knockback experience because fighters can only flinch a bit at the moment.
Now there is a glitch though, The opponent will slowly slide toward the camera rather than backward a bit then stopping after being hit, so I can't follow up. I will investigate soon!
Hope that's fine, I'll see ya!
~TF
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