#Collision registration with GameObjects as the presentation layer

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sonic flare
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Hey guys,

sorry for not really knowing how to describe that problem, but i hope someone might understand or correct me.

I want to use animations and as far as i understand there is only the option to go with a hybrid approach of entities and GameObjects.

My plan was to spawn a game object on top of the entity and move it along with the entity itself.

That somewhat works. It's not as smooth as I hoped since I have to use the animation controller instead of assigning animations directly through code like I used to, but whatever.

My problem currently is that I don't understand how to solve a scenario like this:

A character (that is an entity) spawns a game object that will serve as the presentation layer and perform the animations.
Now I want to give the character a sword in the right hand, for example.

With GameObjects, the sword swings with the hand if I assign it to the hand component. Therefore, I can register collisions with the objects that the sword hits and apply damage to opponents. How could that be achieved with entities?

I can have a GameObject for the presentation layer that represents a character with a sword and swings the sword on key input, but since GameObjects and Entities cannot interact with each other, i cannot register any collisions.

Or do I have to have an entity AND game object for every item that I want to move now with animations? If yes, that would dramatically bloat up the whole process.

If something is not clear, please let me know so i can try to explain further.

Any suggestions or experiences?

Thank you very much!

formal storm
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if you plan to have a gameobject for every entity, it's unlikely that you will get much out of using entities in the first place. if most of your entities won't have go's, though, it might be useful.

in that case, you could just do an overlap call on the entities with the location of the hand, and apply damage on the entities side that way