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ORK 4 Documentation

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ORK 4 Tutorials

  • ORK 4 Unity Quickstart Tutorials (3D)
    • ORK 4 Unity Quickstart 3D
    • 01 Initial ORK Setup
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    • 04 UI System Setup
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    • 06 Flying Texts
    • 07 Status Values
    • 08 Status Effects
    • 09 First Abilities
    • 10 Fighter Setup
    • 11 First Enemies & Battle AI
    • 12 Battle System Setup
    • 13 Animating Battle Start and End
    • 14 Random Battles
    • 15 Animating Actions
    • 16 Player Battle HUD
    • 17 Elemental Attacks
    • 18 Animating More Actions
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    • 22 Magic Abilities
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18 Animating More Actions

In this tutorial we’ll set up some more schematics to animate battle actions.

Currently, our enemy’s object is just destroyed when killed, and our player also shows no reaction on death. Like abilities, we can animate the death of a combatant using schematics – and that’s what we’ll do now.

We’ll also set up a schematic to animate the use of items and non-physical attacks (spells, support).

We’ll set up 3 schematics:

  • player death
  • enemy death
  • use (items/magic)

Let’s get to it.

Player Death Schematic #

We’ll start with the player’s death – it’ll play a sound and animation using the Death organizer type, playing the combatant’s sound and animation assigned to the type.

As usual, the user of the action (i.e. the dying combatant) is the Machine Object.

Open the schematics editor.

Play Sound #

Add Node > Audio > Audio > Play Sound

Play the Death organizer type on the user.

  • Object (Play On)
    Select: Machine Object
  • Use Organizer Type
    Enable
  • Organizer Type
    Select: Death
  • Play One Shot
    Enable

Combatant Animation #

Add Node > Animation > Combatant > Combatant Animation

We’ll play the Death organizer type’s animation.

  • Object
    Select: Machine Object
  • Organizer Type
    Select: Death
  • Wait
    Enable

Calculate Action #

Add Node > Battle > Action Outcome > Calculate Action

Death doesn’t need to be calculated, but it sets some things that are used by other features, e.g. as the latest damaged combatant for the (optional) battle camera. It’s good practice to always do this for your schematics animating battle actions.

Calculating an action’s outcome defaults to playing animations, e.g. damage, or in this case, the death animation. Since we manually play the death animation to be able to wait for it to finish, we don’t want this to happen and need to disable the setting.

  • Animate Target
    Disable

And that’s it for the schematic. Click on Save Schematic to save it, e.g. as DeathPlayer.

Enemy Death Schematic #

Next, we’ll let the enemy die – beside playing the death sound/animation, we’ll also fade it’s object to black and let it sink into the ground.

We can continue working on the schematic and save it as a new file.

Change Color #

Add Node > Animation > Fade > Change Color

We’ll fade the color of the combatant’s object.

Add this node after the Combatant Animation node.

  • Color Type
    Select: Renderer
  • Fade
    Select: Fade
  • Time
    Select: Value > Value
    Set the value to: 1
  • Fade Alpha/Red/Green/Blue
    Enable
  • From Current
    Enable
  • End Color
    Select a black color with no alpha.
    Though, the used renderer doesn’t really support transparency.
  • Object
    Select: Machine Object
  • Scope
    Select: All In Children

Move Into Direction #

Add Node > Movement > Movement > Move Into Direction

Now we’ll move the combatant down into the ground.

Add this node after the Change Color node. This node connects to the Calculate Action node.

  • Object (Moving Object)
    Select: Machine Object
  • Move Component
    Select: Transform
    This’ll prevent any physics from getting in the way.
  • Time
    Select: Value > Value
    Set the value to: 1
  • Wait
    Enable
  • Speed Type
    Select: Value
  • Speed
    Select: Value > Value
    Set the value to: 1
  • Vector3 Type (Direction)
    Select: Value > Direction
  • Direction
    Select: Down
  • Local Space
    Disable

And that’s it for the schematic. Click on Save Schematic to save it, e.g. as DeathEnemy.

Use Schematic #

And finally, we’ll set up a schematic to animate using something, e.g. an item or magic spell. We’ll play the Use animation, play an audio clip and spawn a prefab.

Create a new schematic.

Settings #

We’ll add a prefab and audio clip to the schematic – however, we don’t select assets for them.

We’ll later use the asset override settings to set them depending on which item or ability they’re used in.

Prefabs #

Click on Add Prefab Resource.

Audio Clips #

Click on Add Audio Resource.

Combatant Animation #

Add Node > Animation > Combatant > Combatant Animation

  • Object
    Select: Machine Object
  • Organizer Type
    Select: Use
  • Wait
    Enable

Wait #

Add Node > Base > Wait

We’ll wait for a short time.

  • Time
    Select: Value > Value
    Set the value to: 0.2

Play Sound #

Add Node > Audio > Audio > Play Sound

Play the audio clip on the target.

  • Object (Play On)
    Select: Starting Object
  • Audio Asset
    Select: 0: (the audio clip we set up).
  • Play One Shot
    Enable

Spawn Prefab #

Add Node > Object > Prefab > Spawn Prefab

We’ll spawn the prefab on the target (Starting Object).

  • Prefab
    Select: Prefab 0
  • Use Prefab Rotation
    Enable
  • Target Type
    Select: Object
  • Object (Target Object)
    Select: Starting Object
  • Spawn At
    Select: All
  • On Child
    Select: Path
    We’ll define a path to a child object.
  • Find Child
    Set to: Center
    We’ll spawn the prefab at the center of the target’s object.
    The Center child object is already set up on all combatant prefabs.

Wait #

Add Node > Base > Wait

We’ll wait again.

  • Time
    Select: Value > Value
    Set the value to: 0.5

Calculate Action #

Add Node > Battle > Action Outcome > Calculate Action

We now calculate the outcome of the action.

No further settings needed.

Wait #

Add Node > Base > Wait

We’ll wait again.

  • Time
    Select: Value > Value
    Set the value to: 1

And that’s it for the schematic. Click on Save Schematic to save it, e.g. as Use.

Special Commands #

Back to the special commands – we’ll set up the defend and death battle animations here.

Navigate to Battles > Special Commands.

Defend > Animation Settings #

Click on Add Battle Animation.

  • Schematic Asset
    Select: Use

Death > Animation Settings #

We’ll use different setups for player and enemy combatants.

Click on Add Battle Animation.

  • Schematic Asset
    Select: DeathPlayer
  • Player/Ally
    Enable
  • Enemy
    Disable

Click on Add Battle Animation again, now it’s time for the enemy.

  • Schematic Asset
    Select: DeathEnemy
  • Player/Ally
    Disable
  • Enemy
    Enable

Save Changes #

And that’s it!

Save the changes using the Save Settings button at the bottom of the editor.

Testing #

Hit play and start a battle.

The enemy dies properly (so does the player), defend is animated – everything works.

 

Next, we’ll add some items.

Table of Contents
  • Player Death Schematic
    • Play Sound
    • Combatant Animation
    • Calculate Action
  • Enemy Death Schematic
    • Change Color
    • Move Into Direction
  • Use Schematic
    • Settings
      • Prefabs
      • Audio Clips
    • Combatant Animation
    • Wait
    • Play Sound
    • Spawn Prefab
    • Wait
    • Calculate Action
    • Wait
  • Special Commands
    • Defend > Animation Settings
    • Death > Animation Settings
  • Save Changes
  • Testing
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