A lot of the issues with this ability were ironed out with the latest update, but some still remain. One of the main ones is the transparency of the ability not syncing, and some issues with it and point filtering, see here.
The issues that remain are:
- The "escape_end" calls inst.Transform:SetNoFaced() on entering the state, not when exiting it. This makes Abigail not able to face left when moving that way during the end animation.
- The state can be entered when dissipating, and potentially other cases where that shouldn't really be the case. If this is prevented, invincibility should be disabled accordingly (not when dissipating specifically, as that also provides invincibility), as well as setting Abigail to NoFaced (same as with invincibility, if not in a state where she's something else than NoFaced, to not mess with those either).
Also, not that big of a deal, but might end up being an issue later: the UndoTransparency function never sets inst._undo_transparency_task to nil, when it should.
Just keep in mind to change the order of these here:
if inst._undo_transparency_task then UndoTransparency(inst) inst._undo_transparency_task:Cancel() -- do this first before calling UndoTransparency here inst._undo_transparency_task = nil end
Steps to Reproduce
For the first issue:
- Have Abigail use the escape ability.
- Move to the left based on the camera so that Abigail faces that way.
- Notice how when she starts to exit the ability, she will snap to the right, when she should be able to return to an idle animation facing left, then face right afterwards as usual.
For the second issue:
- Have Abigail use the escape ability.
- Unsummon her immediately as soon as possible.
- Notice how she will exit the dissipation state and go into the "escape_end" state.
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