“2D Fantasy Animated Character Vol.2” is the animation character of the “flower girl” whom 16 kinds of motions are included in.
I have already finished a hit judgment and a judgment of the key input, the shift of the animation to operate a character in a game from the moment when you placed this asset in the scene.In addition, I prepare character data of three kinds of size of “1024×1024” “512×512” “256×256”.Therefore the saving of data to application is possible.You may devote yourself to game development without bothering you in them.
■Content
[02_flower_girl_large]
Character on the basis of size of “1024×1024” becomes available.
[02_flower_girl_midium]
Character on the basis of size of “512×512” becomes available.
[02_flower_girl_small]
Character on the basis of size of “256×256″ becomes available.
[Demo]
Material to use for the Demo scene enters.
When you incorporate it in your game, you may delete it in this folder.
[DrawMod]
Scripts to use for the drawing of the character or the management of the animation enter.
Please never delete the thing of this inside not to work normally when I delete this folder.
■Usage
1,”Assets” I choose one of three folders of “02_flower_girl_large” right under the folder “02_flower_girl_midium” “02_flower_girl_small” and place Prefab named “ps_chara_2_flower_girl_Control” of the inside in the scene.
2,You come to be able to operate it with a key when you play the scene.
■Operation method in the Demo scene
Right and left key : Walk motion
x key + right or left key : Dash motion
z key : Light attack
z key + up key : Medium attack
z key + bottom key : Strong attack
space key : Jump motion
c key : A motion at the time of the defense. Both the thunder and the bomb are invalid during this motion.
s key : Motion when he was chosen
f key : Motion when he died
q key : Victory motion
w key : Defeat motion
(when he is exposed to a bomb and thunder, it is had of a lot of and shifts to a motion)
■List of motions
00_Ready : Loop possibility.TotalFrame=60.A motion when a character was chosen.
01_Idle : Loop possibility.TotalFrame=120.A motion at the time of the wait.
02_Block_Idle : Loop possibility.TotalFrame=120.A motion at the time of the defense.
03_Stunned_Idle : Loop possibility.TotalFrame=100.A motion when he seem to faint.
04_Walk : Loop possibility.TotalFrame=80.Walk motion.
05_Damage : Loop possibility.TotalFrame=1.A motion when he received an attack.
06_Attack_1 : Loop possibility.TotalFrame=41.Light attack.
07_Attack_2 : Loop possibility.TotalFrame=81.Medium attack.
08_Attack_3 : Loop possibility.TotalFrame=161.Strong attack.
09_Jump : Loop impossibility.TotalFrame=82.A motion before changing from a jump to a stay in air motion.
10_Fly_Idle : Loop possibility.TotalFrame=20.A motion at the time of the stay in air.
11_Fall : Loop impossibility.TotalFrame=40.A motion when he land.
12_Death : Loop impossibility.TotalFrame=74.Motion when he died
13_Run : Loop possibility.TotalFrame=50.Dash motion
14_Victory : Loop possibility.TotalFrame=120.Victory motion.
15_Lose : Loop possibility.TotalFrame=80.Defeat motion.
■Tips
I can transfer the motion by operating “mode_motion” which is the variable of the “Animator” in the “ps_chara_2_flower_girl” prefab house component when I control the movement of the character on a script.
As you describe it as a test sample in “DrawMode/Script/playerMgr.cs”, please refer to it.
■Version history
1.0 : Released