Challenges
The most challenging aspect of creating this system was understanding how to chain the attacks so that it flows smoothly from one attack to another.
Solution
To address the issue, it was to find the normalized time within the animation, then established the chaining window inside the animation. Like determine between 0.3 sec to 0.7 sec is the window for the player to chain the attack, so an event would be sent to the attack controller that allows button input to pass through and be process.
Then we would apply this logic to the second attack, so that the attacks can keep on chaining. However if the chaining window is close, then the player would revert to its idle state.
This part of the script checks the fuzzy logic if the chaining window is open or close, then sent the relevant event.
While the AttackSweetSpot is to sent an event to enable the hurtbox, based on the visual part of the animation, so it looks like the attack is making contact against something.
What I Learned
Far far away, behind the word mountains, far from the countries Vokalia and Consonantia, there live the blind texts. Separated they live in Bookmarksgrove right at the coast of the Semantics, a large language ocean. A small river named Duden flows by their place and supplies it with the necessary regelialia. It is a paradisematic country, in which roasted parts of sentences fly into your mouth.
What to improve
Far far away, behind the word mountains, far from the countries Vokalia and Consonantia, there live the blind texts. Separated they live in Bookmarksgrove right at the coast of the Semantics, a large language ocean. A small river named Duden flows by their place and supplies it with the necessary regelialia. It is a paradisematic country, in which roasted parts of sentences fly into your mouth.
Results
