High fidelity data-driven close combat framework for realistic, cinematic games. Advanced interaction with the environment and Motion Warping Transform
高保真数据驱动的近距离战斗框架的现实,电影游戏. 与环境和运动变形变换的高级交互
Features:
- Spline Camera movement based on animations
- Curve-based Execution System
- Two Types of Target Detect system with Weight
- Ragdoll
- Table Head Smash
- Wall Neck Slash
- Different weapon types
- Combo Attacks
- Data Table for each weapon type
- Fully Commented and Clean code
- Debugging
Number of Blueprints: 10
Number of Animations: 10
Input: Keyboard, Mouse
Network Replicated: No
Supported Development Platforms:
Windows: Yes
Mac: Not tested
Documentation: https://docs.google.com/document/d/100OSw31RTYOFkL7Q22E9-PDX7Nx7pkfPHmh9cCDwfgU/edit?usp=sharing
Important/Additional Notes: In the future it will be template for cinematic and realistic games
特征:
- 基于动画的样条相机移动
- 基于曲线的执行系统
- 两种带重量的目标检测系统
- 布娃娃
- 桌头粉碎
- 墙颈斜线
- 不同的武器类型
- 组合攻击
- 每种武器类型的数据表
- 完全注释和干净的代码
- 调试/调试
蓝图数目:10
动画数量:10
输入:键盘,鼠标
网络复制:没有
支持的开发平台:
Windows:是的
Mac:未测试
文件:https://docs.google.com/document/d/100OSw31RTYOFkL7Q22E9-PDX7Nx7pkfPHmh9cCDwfgU/edit?usp=sharing
重要/附加说明:将来它将成为电影和现实游戏的模板
Note: This is not a ‘plug and play’ asset, it’s more framework than the template
Note: Euphoria Systems has animation requirements to work properly, quality depends on animations. Each update will bring a completely new animations.
Euphoria – Close Combat it’s a framework for realistic and cinematic games to help create an advanced combat system based on interaction and dynamic character adjustment. This framework comes with curve and root motion based Execution System, as well as Motion Warping Close Combat system, Cinematic Spline Camera and Target detection.
This framework uses Motion Warping plugin for correct animation adjustment, but this logic can be easily removed and does not bring the all functionality. Check the official discord server for help.
Execution(Finisher):
You can use your own animations – just use animation modifiers and you’re done. That system uses Raycast to track target in radius and then sync their animations through root motion. The system has various execution types such as checking nearby objects (e.g. walls), back and forward. Additional ragdoll functionality with physical movement. All logic in one component.
Cinematic Camera:
Cinematic Spline Camera that tracks location and rotation of the player to respont to any movement. You can change the camera behaivour and spline movement.
Close Combat:
Logic for environmental interaction in combat that can be easily extended through ready-made functions, combat attacks with notify, key based Animation Library system that collects data from Data Tables, different weapon types like knife or unarmed, target detect system with weight and debug, Table smash with left and right side, Wall Neck Slash only if knife equipped and more.
注: 这不是一个”即插即用”的资产,它比模板更具框架性
注: 欣快感系统有 动画要求 要正常工作,质量取决于动画。 每次更新都会带来全新的动画。
欣快感 – 近距离战斗 这是一个现实和电影游戏的框架,以帮助创建一个先进的战斗系统的基础上互动和动态角色调整。 该框架带有基于曲线和根运动的执行系统,以及运动翘曲近战系统,电影样条相机和目标检测。
这个框架使用 运动翘曲 插件正确的动画调整,但这个逻辑可以很容易地删除,并没有带来所有的功能。 检查官方 不和谐服务器 寻求帮助。
执行(终结者):
你可以使用自己的动画-只需使用动画修饰符,你就完成了。 该系统使用Raycast在radius中跟踪目标,然后通过根运动同步它们的动画。 该系统具有各种执行类型,例如检查附近的物体(例如墙壁),后退和前进。 附加的布娃娃功能与物理运动. 一个组件中的所有逻辑。
电影摄影机:
电影样条相机,跟踪位置和旋转的球员响应任何运动。 您可以更改相机behaivour和样条运动。
近距离战斗:
可以通过现成的功能轻松扩展的战斗环境交互逻辑,通知的战斗攻击,从数据表中收集数据的基于关键的动画库系统,不同的武器类型,如刀或徒手,有重量和调试的目标检测系统,左侧和右侧的桌上粉碎,只有在装备刀的情况下才能进行壁颈切割等。
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