Now that we have our basic animations implemented, let’s take a look at putting in some attack animations.
The first we will work on is a basic swing of the sword from either running or idle state. This is a pretty simple one to put in place, as we are going to have it act as a trigger event. To start, we will place it within our animator window and make a couple adjustments to the order of which our different events are laid out just to make it a little cleaner:
Next, we will go into our script and create the logic behind our attack:
With this in place, we can now check how it looks in our game:
Now that we have our attack motion in place, let’s see how we can implement a method to have some effects that go along with our swinging of the sword. To start, we are going to create a new sprite under our player and adjust the values and speed at which our sword arc looks:
Next, let’s look to connect it to our animation by first creating a parameter that is needed for it to activate:
Now let’s take a look at how we go about coding it:
When we are looking to grab our animator from a different child object, we need to change how we grab our component slightly. What we are telling Unity is that we want to grab our animator from a specified object. Now that we have this set up, we can test it within our game:
So, we have a working animation, however it is not in sync with our player’s swing. In order to adjust this, we can look at a few different methods to get it all to work together. Eventually, we can get our animations lined up like so:
Next up, let’s get it so that with our player, the sword arc animation plays on the proper side:
As we can see, it only plays on the 1 side of the character. To change this, we need to adjust a few aspects of the object so that it can rotate around whenever the player changes the direction:
As we can see, we simply just flip our object on the x and y axis, along with change the position of the sprite on the x to either positive or negative depending which way we are facing:
Now that we have our animation with the sword attack and it’s vfx working, let’s quickly add in a CineMachine camera to follow our player around with:
Now that we have our camera following the player and an attack animation set up, we can now look towards adding in some enemy elements to our game.