Hi guys, almost forgot to post this update earlier!
So I've done quite a bit of coding and fixing lately. I've implemented more SFX and made fighter prefab loading a bit faster, which is good!
I've made a change to the fighter selection screen. I'm adding the addresses/links to the prefabs in a ScriptableObject, complete with portraits, announcer calls, and names in strings. Everything is in that one compact object, which is loaded on to a GameObject that represents an on-screen icon/slot. It's using these objects that I will be building the icon grid with all currently available fighters. Because the Cursor is already 60 or so % implemented. You can hover over the grid, you can change your costume slot, etc.
To accommodate the eventual language selection, I'll change the way text is handled. I will be using another set of scriptables that will have the same format so I can use them to simply switch language file rather than using a bunch of IFs everywhere.
I have an issue with loading files via Addressable Assets. I can load, but when I try to re-load it again, it breaks. I will be doing more research on this. It's important, especially for loading music tracks on the fly.
Finally! I am almost done adding stick shifting to the Shield. Yeah, you read that right. You can now freely control the angle at which you tilt your shield! This was a challenge to implement, but I was able to do it by converting the X and Y of the left stick and converting it to a degree angle, which corresponds to a frame in the animation. If you play this animation in a viewer or editor, the fighter will do a full circle motion doing ALL possible angles frame by frame counter-clockwise. The resulting angle from my formula will set the animation to a specific frame.
I hope to have more soon, this is exciting!
~KV
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