#Using Timeline for executing animations in turn-based RPG - advice on implementation

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bright glade
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Hello, I'm looking into using Timelines for the animation system for my turn-based RPG. However, I'm having some trouble setting up the logic. Can someone brainstorm with me to figure out the right implementation?

I would like an attack template to have a reference to an animation (PlayableAsset), and the combatant to execute that animation upon using the move. However, if I do that I have to assign all bindings through script for each Track in the PlayableAsset, even if the animation is already configured/ exists in the PlayableDirector. See the screenshots for some additional context on my current setup.

What would be the best way to implement this logic?
I've looked around a bit online, but haven't really found a satisfactory answer. At the moment the best solution I've thought of is to have all necessary PlayableTracks pre-loaded and configured on the combatants, and the animation name is used to select the pre-loaded animation instead of loading in a new PlayableTrack.
While this feels like it's on the right track, I'm not sold on the concept yet.