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Using Montages as all-in-one attack definitions

🕑 Added 2023-07-28 00:49:30 +0000 UTC

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Megan Fox

Note from future me, I've since walked back a bit on using the arguments of the NotifyStates themselves to store combat data. It works fine, but it means your combat data is fused to your animation data, which sorta violates data-driven design principles. You might not care! The difference is just that instead of storing the data in the actual arguments, I instead trigger these montages within the context of a PrimaryAssetData class which stores the montage and the relevant data like damage-amount or whatever. Then when we want those arguments, we reach into the currently-running-attack's data asset, instead of the montage arguments itself. That's all!


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