feat: more combat tweaks

shuriken can now be thrown
jumping animtions
jumping animations timing
state machine changes
start of online integration
This commit is contained in:
Chris
2026-01-15 14:42:25 -05:00
parent a06784f7b6
commit 25b7fae339
45 changed files with 28662 additions and 250 deletions

View File

@@ -0,0 +1,61 @@
using System;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using UnityEngine;
namespace Reset.Items {
[Category("Reset/Combat")]
[Description("Set an existing or new weapon actor variable to the defined value.")]
public class SetWeaponActorVariable : ActionTask<Transform>{
public BBParameter<string> variable;
public BBParameter<object> value;
protected override string info{
get{ return $"Set weapon variable <b>{variable.value}</b> == <i>{value.name}</i>"; }
}
//Use for initialization. This is called only once in the lifetime of the task.
//Return null if init was successfull. Return an error string otherwise
protected override string OnInit() {
return null;
}
//This is called once each time the task is enabled.
//Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere.
protected override void OnExecute() {
WeaponActor actor = agent.GetComponent<WeaponActor>();
if (actor == null) {
Debug.LogError("No WeaponActor was found on this player.");
EndAction(false);
}
try {
actor.RegisterWeaponVariable(variable.value, value.value);
} catch (Exception e) {
Debug.LogError($"Failed to set weapon variable '{variable.value}': {e.Message} ");
EndAction(false);
}
EndAction(true);
}
//Called once per frame while the action is active.
protected override void OnUpdate() {
}
//Called when the task is disabled.
protected override void OnStop() {
}
//Called when the task is paused.
protected override void OnPause() {
}
}
}