Jump Attack
This guide details how to configure the Jump Attack combat ability for the Bull Boss AI entity. It covers ability parameter configuration, root motion setup, animation binding, collider assignments for landing impacts, and camera shake event integration.
1. Overview & Ability Configuration
Add the Jump Attack ability to the boss ability entries and configure its physical movement parameters.
Steps
- Select the Bull Boss GameObject in the hierarchy.
- Open the Enemy Ability System component.
- Set the probability of other previously created abilities to
0%so you can focus exclusively on testing the Jump Attack. - Add or expand an ability entry group and set the ability type/name to Jump Attack Ability.
- Set Probability to
100%. - Check Apply Root Motion.
- Configure vertical movement and timing parameters:
- Jump Height (Vertical Height):
5 - Jump Duration:
1.1seconds
2. Animation Setup
Import and bind the Jump Attack animation to the boss animator component.
Steps
- Expand the Animation Setup Tool on the
Bull Bossinspector. - Click Add Animation.
- Locate the
Jump Attackanimation clip in theAnimationsfolder in your Project panel. - Drag and drop
Jump Attackinto the field and set its name toJump Attack. - Click Add to Animator.
- Scroll back up to the Enemy Ability System component and set Jump Animation to
Jump Attack.
3. Land Attack Collider & Activation Setup
Configure attack colliders that trigger when the boss lands. You can reuse an existing charging collider or create a dedicated jump attack collider.
3.1 Reusing or Creating a Landing Collider
- Locate your attack collider object in the hierarchy (e.g., the charging collider).
- Rename the object to
Charging and Jump Attack Colliderif using it for both abilities.Note: If you prefer a unique hit volume for the jump attack, duplicate the object, adjust its collider shape/size in the inspector, and ensure a Knockback Trigger component is attached.
3.2 Binding Collider to Ability Activation
- Select
Bull Bossand locate the Jump Attack Ability parameters in the inspector. - Under Objects to Activate on Land, add an entry:
- Drag and drop
Charging and Jump Attack Colliderinto this field. - Set the remaining operational timing values:
- Objects Deactivation Time:
1second (Deactivates the collider automatically after 1s). - Idle Animation Delay:
2seconds (Plays the idle animation after a 2-second delay).
4. Camera Shake Event Setup
Add landing feedback by triggering a camera shake when the boss impacts the ground.
4.1 Configuring the Camera Shaker Trigger Object
Ensure you have a Camera Shake Trigger Automatic GameObject in your scene configured with the following properties:
* Script: Camera Shake Trigger component attached.
* Looping Duration: 0.5 seconds.
* Oscillation Speed: 10.
* Offset/Z-Axis: Set to your desired impact value.
4.2 Adding the Event Listener
- Select
Bull Bossand scroll to the event listener section of the Enemy Ability System. - Remove any previous event listeners that were used for other abilities (e.g., charging).
- Click Add Event Listener.
- Set the event callback type to
On Landing Impact. - Click the
+icon to add an action: - Target Object: Drag and drop
Camera Shake Trigger Automatic. - Function: Select
CameraShakeTrigger -> TriggerShake.
5. Testing & Verification Checklist
- [ ] Probability: Jump Attack set to
100%, other abilities set to0%for testing. - [ ] Root Motion:
Apply Root Motionis enabled. - [ ] Animation:
Jump Attackclip is assigned in the ability system. - [ ] Landing Collider: Object assigned under
Objects to Activate on Landwith aDeactivation Timeof1second. - [ ] Camera Shake Event:
On Landing Impactlistener set to callTriggerShake. - [ ] Play Mode Check: Verify the jump arc height, landing impact timing, collider bounds, and camera shake in Play Mode.