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2D RPG Quickstart

  • START 2D RPG Quickstart
  • 01 Initial Setup
  • 02 Player Setup
  • 03 Music & Scenes
  • 04 UI System Setup
  • 05 UI Boxes
  • 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
  • 19 Inventory & Loot
  • 20 Equipment
  • 21 Loot, Start Equipment & Viewers
  • 22 Magic Abilities
  • 23 Caster Setup
  • 24 More Enemies
  • 25 Start Menu & Save Games
  • 26 Menu Screens
  • 27 Interactions
  • 28 Item Collectors
  • END 2D RPG Quickstart

3D RPG Quickstart

  • START 3D RPG Quickstart
  • 01 Initial Setup
  • 02 Player Setup
  • 03 Music & Scenes
  • 04 UI System Setup
  • 05 UI Boxes
  • 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
  • 19 Inventory & Loot
  • 20 Equipment
  • 21 Loot, Start Equipment & Viewers
  • 22 Magic Abilities
  • 23 Caster Setup
  • 24 More Enemies
  • 25 Start Menu & Save Games
  • 26 Menu Screens
  • 27 Interactions
  • 28 Item Collectors
  • END 3D RPG Quickstart

Status System Setup

  • START Status System Setup
  • 01 Status Values
  • 02 Status Development
  • 03 Attack/Defence Modifiers
  • 04 Status Effects
  • 05 Formulas
  • 06 Ability & Item Types
  • 07 Abilities Part 1: Attacks
  • 08 Abilities Part 2: Support & Sabotage
  • 09 Abilities Part 3: Elemental Magic
  • 10 Items
  • 11 Equipment Part 1: Slots & Slot Set Templates
  • 12 Equipment Part 2: Weapons
  • 12.5 (Optional) Equipment Part 2.5: Weapons
  • 13 Equipment Part 3: Shields, Armor & Accessories
  • 13.5 (Optional) Equipment Part 3.5: Shields, Armor & Accessories
  • 14 Equipment Part 4: Available Equipment Templates
  • 15 Loot
  • 16 Battle AIs
  • 17 Combatants Part 1: General Settings
  • 18 Combatants Part 2: Players
  • 19 Combatants Part 3: Enemies
  • 20 Combatant Groups
  • END Status System Setup

3D RPG Playground

  • START 3D RPG Playground
  • 01 Player Setup
  • 02 Start Menu
  • 03 First Interaction
  • 04 Music
  • 05 Areas
  • 06 Collecting Items
  • 07 Displaying Equipment
  • 08 Combatant Prefabs, Icons & Portraits
  • 09 Combatant Animations
  • 10 Camera Positions
  • ANIM 01 Battle Start/End Schematics
  • ANIM 02 Use, Cast & Camera
  • ANIM 03 Abilities & Items
  • ANIM 04 Physical Attacks
  • ANIM 05 Special Actions
  • BATTLE 01 Battle Menu
  • BATTLE 02 Prepare for Battle
  • TURN 01 Turn Based Setup
  • TURN 02 Turn Order HUD
  • ATB 01 Active Time Setup
  • ATB 02 Cast Times
  • ATB 03 Timebar HUD
  • BATTLE 03 The First Battle
  • BATTLE 04 Hunting Move AI
  • BATTLE 05 Spawning Combatants
  • 11 Save Games
  • MENU 01 UI Boxes
  • MENU 02 Template HUDs
  • MENU 03 Overview Menu
  • MENU 04 Menu Screens
  • 12 Shop
  • BATTLE 06 Random Battles
  • DUNGEON 01 Enter the Dungeon
  • DUNGEON 02 The Trapdoor
  • DUNGEON 03 Enemies on Level 1 & 2
  • DUNGEON 04 Traps on Level 3
  • DUNGEON 05 Going Deeper
  • 13 Bestiary (+MENU+ANIM)
  • QUEST 01 Hunting Quests (+MENU)
  • QUEST 02 Guard NPC
  • QUEST 03 Forest Ruin Cheese
  • QUEST 04 Witch NPC with Cheese
  • QUEST 05 Quest Mark HUDs
  • 14 Research Trees (+MENU)
  • CRAFT 01 Crafting Materials
  • CRAFT 02 Crafting Recipes
  • CRAFT 03 Crafting Menu
  • CRAFT 04 Crafting Proficiency & Critical Crafting
  • CRAFT 05 Materials Loot
  • 15 Changing Choice Dialogue
  • 16 Follow Me!
  • BATTLE 07 Sequence Loot Dialogue

3D Action RPG

  • START 3D Action RPG
  • 01 Status System Setup
  • 02 Player Setup
  • 03 Player Weapon
  • 04 Player Attacks
  • 05 Enemy: Chomper
  • 06 Chomper Attack
  • 07 Hit & Death
  • 08 HUDs
  • 09 Rolling on the Floor
  • 10 Enemy: Spitter
  • 11 Spit Attack
  • 12 Potion
  • 13 Grenade
  • 14 Item HUD
  • 15 Enemy: Grenadier
  • 16 Grenadier Melee Attacks
  • 17 Grenadier Flamethrower
  • 18 Item Drops
  • END 3D Action RPG

2D Grid Battle RPG

  • START 2D Grid Battle RPG
  • 01 Player Setup
  • 02 Prefab & Music Setup
  • 03 Randomizing Combatants
  • 04 UI Setup
  • 05 Battle Start, End & Phase Schematics
  • 06 Battle System Setup
  • 07 Battle Grid Setup
  • 08 Grid Move
  • 09 Forest Battle Grid
  • 10 Battle AI
  • 11 Ability Ranges
  • 12 Death & Use Schematics
  • 13 Attack Schematic
  • 14 Shoot Schematics
  • 15 Battle Selection Interaction
  • END 2D Grid Battle RPG

Schematics

  • Simple Start Schematic
  • Battle Start Schematic
  • Battle End Schematic
  • Moving to Target and Back
  • Animating a Base Attack
  • Animating a Magic Ability
  • Grid Movement
  • Open and Close UI Animations
  • Flying Text Mover

UI Setups

  • Unity UI: Initial Setup
  • Unity UI: TextMesh Pro Setup
  • Unity UI: UI Box
  • Unity UI: Flying Text
  • Unity UI: Dragging Notification
  • Unity UI: Canvas with Screen Space Camera
  • Unity UI: Interaction HUD
  • Unity UI: Simple Player HUD
  • Unity UI: Quest HUD
  • Unity UI: Shortcuts HUD
  • Unity UI: Currency HUD
  • Unity UI: Tooltip HUD
  • Unity UI: Control HUD
  • Unity UI: Attack Modifiers
  • Unity UI: Defence Modifiers

Gameplay Bits

  • Combining Input Origins
  • Combining Status Value Flying Texts
  • Fun With Flying Text
  • HUD Effects With Conditional Schematics
  • Inventory Containers
  • Multi Interaction Controllers
  • World Space HUD
  • World Space Dialogue
  • Home
  • Guide
  • Tutorials
  • 2D RPG Quickstart
  • 18 Animating More Actions

18 Animating More Actions

Table of Contents
  • Enemy Death Schematic
    • Play Sound
    • Combatant Animation
    • Change Color
  • Player Death Schematic
    • Change Color
    • Wait
  • Player Revive Schematic
    • Combatant Animation
    • Wait
  • Use Schematic
    • Settings
      • Prefabs
      • Audio Clips
    • Combatant Animation
    • Wait
    • Play Sound
    • Spawn Prefab
    • Wait
    • Calculate Action
    • Wait
    • Combatant Animation
  • Default Battle Animations
    • Battle Settings > Default Battle Animations
      • Defend Animation
      • Death Animation
  • Save Changes
  • Testing

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

Currently, our enemy’s game 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 schematics to animate reviving (the player) and the use of items and non-physical attacks (spells, support).

We’ll set up 4 schematics:

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

Let’s get to it.

Enemy Death Schematic #

We’ll start with the enemy’s death – it’ll play the Death sound type on the combatant, play the Death animation (in case we add one to enemies, otherwise this’ll just not play anything) and finally fade out the game object by changing the renderer’s color.

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

Open the Makinom editor and navigate to Schematics.

Play Sound #

Add Node > Audio > Audio > Play Sound

Play the Death sound type on the user.

  • Object (Play On)
    Select Machine Object.
  • Use Sound Type
    Enable this setting.
  • Sound Type
    Select Death.
  • Play One Shot
    Enable this setting.

Combatant Animation #

Add Node > Animation > Combatant > Combatant Animation

We’ll play the Death animation on the user.

  • Object
    Select Machine Object.
  • Animation Type
    Select Death.

Change Color #

Add Node > Animation > Fade > Change Color

We’ll fade the user’s game object to a black color without alpha (i.e. fully transparent).

  • Color Type
    Select Renderer.
  • Fade
    Select Fade.
  • Wait
    Enable this setting.
  • Time
    Select Value > Value.
    Set the value to 1.
  • Fade Alpha/Red/Green/Blue
    Enable these settings.
  • Start Color
    Set to a white color with full alpha (e.g. A=1 or A=255, depending on the color picker).
  • End Color
    Set to a black color with no alpha (A=0).
  • Object (Game Object)
    Select Machine Object.
  • Scope
    Select All In Children.

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

Player Death Schematic #

The player’s death is animated nearly the same – just instead of fading out the game object at the end, we’ll wait for a bit.

We can just continue with the already set up schematic and save it as a new schematic at the end (using the Save Schematic As button).

Change Color #

Remove the Change Color node.

Wait #

Add Node > Base > Wait

We’ll wait for a second.

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

And that’s it for the schematic. Click on Save Schematic As to save it as a new schematic, e.g. as PlayerDeath.

Player Revive Schematic #

Reviving the player simply needs to stop the Death animation type from playing. We don’t have an extra revive animation in this tutorial series.

Create a new schematic.

Combatant Animation #

Add Node > Animation > Combatant > Combatant Animation

We’ll stop the Death animation on the user.

  • Object
    Select Machine Object.
  • Animation Type
    Select Death.
  • Stop
    Enable this setting.

Wait #

Add Node > Base > Wait

We’ll wait for a second.

  • 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 PlayerRevive.

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 – like the prefab, audio clips added to the Settings node can be overridden by the actions using the schematic.

Prefabs #

Click on Add Prefab Resource.

  • Auto Destroy After Time
    Enable this setting.
  • Time
    Set to 0.55.
  • Prefab
    Select the Smoke prefab.
    You can find it in Assets/Tutorial Assets/Prefabs/Effects/.

Audio Clips #

Click on Add Audio Clip Resource.

  • Audio Cip
    Select the Magic2 audio clip.
    You can find it in Assets/Tutorial Assets/NinjaAdventure/Sounds/Game/.

Combatant Animation #

Add Node > Animation > Combatant > Combatant Animation

We’ll play the Use animation on the user.

Our use animation will set a bool parameter, playing until we stop it.

  • Object
    Select Machine Object.
  • Animation Type
    Select Use.

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

We’ll play the sound we added.

  • Object (Play On)
    Select Machine Object.
  • Audio Clip
    Select Magic2.
  • Play One Shot
    Enable this setting.

Spawn Prefab #

Add Node > Game Object > Prefab > Spawn Prefab

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

  • Prefab
    Select Prefab 0.
  • Target Type
    Select Object.
  • Object (Target Object)
    Select Starting Object.

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 #

Copy the previous Wait node, we just wait for another 0.5 seconds.

Combatant Animation #

Copy the first Combatant Animation node – we now stop playing the Use animation on the user.

Change the following setting.

  • Stop
    Enable this setting.

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

Default Battle Animations #

Back to the default battle animations.

Navigate to Combatants > Combatants > General Settings.

Battle Settings > Default Battle Animations #

We’ll set up the death animations for player and enemies, and also use the Use animation to animate the defend command.

Defend Animation #

Click on Add Battle Animation.

  • Schematic Asset
    Select the Use schematic.

Death Animation #

We’ll use different setups for player and enemy combatants (as we already did for the ability/item start animations).

Click on Add Battle Animation.

  • Schematic Asset
    Select the PlayerDeath schematic.
  • Player/Ally
    Enable these settings.
  • Enemy
    Disable this setting.

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

  • Schematic Asset
    Select the EnemyDeath schematic.
  • Player/Ally
    Disable these settings.
  • Enemy
    Enable this setting.

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.

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Updated on March 7, 2023
Table of Contents
  • Enemy Death Schematic
    • Play Sound
    • Combatant Animation
    • Change Color
  • Player Death Schematic
    • Change Color
    • Wait
  • Player Revive Schematic
    • Combatant Animation
    • Wait
  • Use Schematic
    • Settings
      • Prefabs
      • Audio Clips
    • Combatant Animation
    • Wait
    • Play Sound
    • Spawn Prefab
    • Wait
    • Calculate Action
    • Wait
    • Combatant Animation
  • Default Battle Animations
    • Battle Settings > Default Battle Animations
      • Defend Animation
      • Death Animation
  • Save Changes
  • Testing
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