Fall damage and jump/fall animations for the hero (VR and Flat)

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Avaliação

Dificuldade
5/5
Tempo estimado
Mais de uma semana
Facilidade para iniciantes
38/100
Tipo de issue
Funcionalidade
Clareza
Razoavelmente clara
Status de atividade
Ativa
Stack de tecnologia
csharp, unity
Domínio
game-dev

Direção de pesquisa

Start by reading NpcJumpFall.ApplyFallDamage and the GlobalEventDispatcher.FallDamage path mentioned in the issue, then trace how the hero's rig or character controller detects leaving and landing on the ground in VR and Flat. The work also needs to cover health updates through NpcService.SetAttribute, water, god mode, teleports, and the listed VR body animations. Done means matching the specified fall damage and jump/fall behavior for the hero in both modes.

Escrita pelo modelo de indexação a partir do texto da issue.

Descrição

In Gothic, gravity hurts the hero too. A fall deeper than the guild's FALLDOWN_HEIGHT costs FALLDOWN_DAMAGE HP per meter, minus the armor's PROT_FALL (Species.d). A deep fall kills.

Today only NPCs take fall damage (NpcJumpFall.ApplyFallDamage, which raises GlobalEventDispatcher.FallDamage). The player can jump or walk off any cliff without losing HP.

Wanted: fall damage

  • The hero uses the same engine rule. The fall height is measured from the moment the rig / character controller leaves the ground until it lands, in VR and in Flat.
  • HP changes through NpcService.SetAttribute (so hit numbers and bars update). A deep fall kills the hero, like in the engine.
  • No fall damage for water landings (swimming), Marvin's god mode (cheat god), or teleports and scripts that move the hero.

Wanted: jump and fall animations (VR hero body)

  • Jumping plays Gothic's jump. When standing: T_STAND_2_JUMP, then S_JUMP in the air, then T_JUMP_2_STAND on landing. When running: T_RUNL_2_JUMP, then S_JUMP, then T_JUMP_2_RUNL.
  • Falling starts with S_FALLDN and switches to S_FALL when the fall gets deep, the same rule as NpcJumpFall. The landing plays the fall's end (T_FALLDN_2_STAND, or T_FALL_2_FALLEN and stand up after a deep fall).

Found while play-testing the wave 2 stack.

Linguagem predominante
C#
Estrelas
33
Forks
1
Merge médio
1d 23h
PRs com merge (30d)
57

Preparar o ambiente

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