Travis, a friend of mine - requested the ability to slide under some obsticles. So, here it is - while SPRINTING you hit the (C)rouch key, TheMan will go into a slide, take a look:
So that is that, created the RunningSlideHandler to handle this form of player interaction - ok enough fun side bits, back to the real heavy lifting of re-integrating combat motions (melee and rifle/shotgun), handling combat transitions again, combat sprinting and finally dealing with the "any state" properly so I can reduce all the various connections in my animation state machine, heres a taste of what the main layer looks like:
So, some reduction in transitions between the various animation states would be nice :). You can see i'm starting with the "Slide" animation (Any State is blue box at bottom), the problem is once a condition is met, the AnyState is treated as an asynchronous state, which means that it keeps restarting the slide animation each time. To prevent this, I'm going to create a "anyLock" parameter, which will be added to each transition from an Any State so that it runs if and only if anyLock is "false". Then I'll slap in code to the base handler to always set anyLock true OnStart and set it to false OnEnd.
MY GOD I THOUGHT MY ANIMATION TREES WERE INSANE! YOUR MAD!
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