Basically, I have a character node, which could have different attacks (thrust, swing, punch, kick, etc.), and possibly different weapons. So I'm thinking that an attack could be a node, which would contain an animator, and eventually a weapon to pass, which will get thrust, swung, etc. everything initiated from the character node. Eventually, I'm thinking the hit detection, damage attack speed will be computed by the 'attack' node, which will take the weapon in effect.
Is this a good way to architecture that sort of logic?
Quick mockup works with a hardcoded sprite as weapon, but I'm having a bit of trouble with scales; character vs weapons vs animations, and since ex; the SlashAttackNode that contains the animator is the root node, I can't seem to get a 'reference' node; like a static sprite that would just sit in the middle so I could see if the animation is in scale to the character...
Typing this, maybe the root attack node could just be a holder, and contain a node to be animated, which might contain the weapon and character, which could both be animated (with 1 animator each?), would this make more sense? Seems much better; as this node would point to the same direction as the player and the animation would then likely point in the right direction...
So, different attack nodes would animate the player and weapon... (maybe eventually, 'scale' param could be passed for size of character; so it could animate smaller/larger characters also... (end goal is procedural characters via script)
Thanks!