Closed adriancabouli closed 2 years ago
I was able to get this implemented by adding custom symbols and taking advantage of the BasicNetworkCalls component. I also added the new MP_vTopDownController component. I plan on making a custom package to be included in the next release for TopDown support.
If you want to include EMI support for top-down then just import the package. Full documentation will be included.
I still need to test this with the MeleeNetworkCalls and the ShooterNetworkCalls to see if I need to include more symbols into those scripts as well. However, I'm marking this as completed pending further tests. This will be released as part of the v0.4.0
release of the base packages. Not ETA on it yet but if I get no more errors then probably in the next few days. If I get errors probably another week worth of testing.
Your scripts really helped me narrow down exactly what was needed. Thank you for including them!
First Add Invector TopDownShooter Addon by default.
Then need to add Custom files, and inside BasicNeworkCalls add in with #Region TopDownShooter functions and variables.
After that see how to access or modify ShooterNetworkCalls to be public: Actually i modifed to set it: inside Mp_vShooterMeleeInput.cs "public ShooterNetworkCalls nc = null;" instead of protected, but have no idea how to access by otherway
After that replace new custom input and custom controller instead of mp_vthirdpersoncontroller and mp_vThirdPersoninput
Inside Invector components:
Add ShooterCursor, as TopDownShooter uses in prefab (in this case using the scene prefab is already inserted). Replace Mp_vTopdownshooterThrowManager instead of default mp_ThrowManager inside player.
_MPvTopDownShooterMeleeController is the prefab that contains all new updated files with current setups:
Use the MAIN_TEST_DEMO Scene to test it!,
Check that camera setup is different to default thirdperson setup, also aimCanvas._