animation fixes, combo trigger break, new attack animation settings

This commit is contained in:
2025-09-05 15:26:40 +02:00
parent 312dae2f4d
commit 8067a01b8e
22 changed files with 2077 additions and 732 deletions

View File

@@ -198,13 +198,18 @@ namespace Invector.vMelee
// The TimeController now reliably handles resetting the time scale via its own coroutine.
// A manual reset here is no longer necessary and could cause conflicts.
/*
if (mFighter != null && resetAttackTrigger)
/*
if (mFighter != null && resetAttackTrigger)
{
mFighter.ResetAttackTriggers();
if (debug) Debug.Log($"({damageType}) Final trigger reset on exit due to 'Reset Attack Trigger' flag.");
}
*/
if (_comboWindowEffectTriggered && TimeController.Instance != null)
{
mFighter.ResetAttackTriggers();
if (debug) Debug.Log($"({damageType}) Final trigger reset on exit due to 'Reset Attack Trigger' flag.");
_comboWindowEffectTriggered = false;
TimeController.Instance.Reset();
}
*/
if (_characterController != null && _isRotationLockedByThis)
{
_characterController.lockRotation = false;

View File

@@ -148,6 +148,10 @@ namespace Beyond
{
cc.animator.SetInteger(vAnimatorParameters.AttackID, AttackID);
cc.animator.SetTrigger(vAnimatorParameters.WeakAttack);
if (TimeController.Instance != null)
{
TimeController.Instance.Reset(); // Ensure normal time scale on attack start
}
}
public virtual void MeleeStrongAttackInput()