• RuntimesGodot
  • How to implement the collision event of weapons in certain frames of animation?

I now want to handle the collision event of the attack on the character animation, but have not found a good way to draw the weapon collision event for a specific few frames. Are there any documents and projects that can be referred to for the above requirements?

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To implement collision events for weapons in specific frames of an animation, you can use Spine's event system. Events in Spine allow you to trigger specific actions at certain frames during an animation. Here's a general approach to achieve this:

  1. Define Events in Spine Editor: In the Spine editor, you can create events and place them on the timeline at the frames where you want the collision to occur. These events can carry data such as the type of collision or any other relevant information.

  2. Listen for Events in Your Runtime: In your game engine, you need to listen for these events during animation playback. Most Spine runtimes provide a way to register event listeners. For example, in the spine-godot runtime, you can connect to the animation_event signal of a SpineSprite to handle events.

  3. Handle Collision Logic: When an event is triggered, execute your collision logic. This could involve checking for intersections between the weapon's bounding box and other objects in the game world.

Here's a basic example of how you might set this up in code:

// Assuming you have a SpineSprite or similar object
spineSprite.connect("animation_event", this, "_onAnimationEvent");

void _onAnimationEvent(String eventName, Dictionary eventData) {
    if (eventName == "weapon_collision") {
        // Handle collision logic here
        // eventData can contain additional information about the event
    }
}

This approach allows you to precisely control when collision checks occur during an animation, ensuring they only happen at the correct frames.

  • RainyHeHe ответили на это сообщение.

    The event was heard, but how do I bind the corresponding collision geometry in godot? Can you provide what the tree structure corresponding to scene in godot looks like? It is easy to know how to handle the collision event of the game engine. For example, my character has a weapon with slash effect and vfx. How should the collision geometry of the weapon be bound when slashing?

    Spinebot Based on what you said, then how to bind the collision geometry in the godot engine.

    I know that I just need to add the collision geometry corresponding to Area2D under SpineBoneNode.