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NhomNhem

combat-system

by NhomNhem

1🍴 0📅 2026年1月15日
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SKILL.md


name: Combat System description: Guidance for managing data-driven combat, animations, and action windows in ArchSurvivor.

Combat System Skill

This skill provides instructions for implementing and maintaining the Action-Survivor ARPG combat system.

1. Core Data Structures

  • AttackDefinition (SO): The atomic unit of an attack.
    • Contains ClipTransition (Animancer).
    • Defines ActiveWindow (Vector2: x=Startup, y=Cancel).
    • Holds Juice data (Shake, HitStop, Phantom).
  • ComboDefinition (SO): A sequence of AttackDefinition assets.
  • HeroCombat: The runtime component that manages the current combo index and target detection.

2. Animation & Timing Rules

  • Direct Reference: Never use string IDs for combat animations. Refer to the ClipTransition directly from the AttackDefinition SO.
  • Action Windows:
    • Startup: 0 to StartupPercent. Player is locked, no damage.
    • Active: StartupPercent to CancelPercent. Damage is applied via OnHit event.
    • Recovery/Cancel: CancelPercent to 1.0. Player can buffer the next attack or dash to cancel the current animation.

3. Implementation Workflow

  1. Create AttackDefinition assets for each strike.
  2. Configure ClipTransition in the Inspector (Speed, Fade).
  3. Add an Animancer Event named OnHit to the .anim file at the impact frame.
  4. Group attacks into a ComboDefinition.
  5. Assign the ComboDefinition to the HeroCombat component.

4. Senior Debugging

  • Use the Combat Designer Window (ArchSurvivor > Combat Designer) for bulk balancing.
  • Check HeroAttackState.cs for logic regarding state transitions during the Cancel window.

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